Difference between revisions of "Waves"

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"A wave is a group of usually similar enemy entities that must be avoided or destroyed as they approach the player. There is usually a pause, or respite, between waves. One of the defining aspects of the wave is player interaction results in the end of the game (game over). Segmentation with waves is primarily used to increase the tension of the gameplay."
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''The one-sentence "definition" that should be in italics.''
 
''The one-sentence "definition" that should be in italics.''
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
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Zagal ''et al.''<ref name="zagal"/> describe the phenomenon as: "A wave is a group of usually similar enemy entities that must be avoided or destroyed as they approach the player. There is usually a pause, or respite, between waves. One of the defining aspects of the wave is player interaction results in the end of the game (game over). Segmentation with waves is primarily used to increase the tension of the gameplay."
  
 
=== Examples ===
 
=== Examples ===

Revision as of 13:59, 19 August 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Zagal et al.[1] describe the phenomenon as: "A wave is a group of usually similar enemy entities that must be avoided or destroyed as they approach the player. There is usually a pause, or respite, between waves. One of the defining aspects of the wave is player interaction results in the end of the game (game over). Segmentation with waves is primarily used to increase the tension of the gameplay."

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

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with ...

Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

An pattern based upon the description of waves in the paper Rounds, levels, and waves: The early evolution of gameplay segmentation[1].


References

  1. 1.0 1.1 Zagal, J.P., Fernández-Vara, C. & Mateas, M. (2008). Rounds, levels, and waves: The early evolution of gameplay segmentation. Games and Culture no. 3 (2):175-198.

Acknowledgements

Jose Zagal, Clara Fernández-Vara, Michael Mateas