The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Zagal et al. 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."
Using the pattern
Designing Waves consists of deciding when groups of Generic Adversaries should be encountered, and which types of Generic Adversaries if several different types exist. In games where Waves are intended to occur often, the design of them may instead be thought of as when Lull Periods should happen.
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
An pattern based upon the description of waves in the paper Rounds, levels, and waves: The early evolution of gameplay segmentation.
- 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.
Jose Zagal, Clara Fernández-Vara, Michael Mateas