Rhythm-Based Actions: Difference between revisions
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''Actions that require players to time their actions in relation to a rhythm.'' | ''Actions that require players to time their actions in relation to a rhythm.'' | ||
Revision as of 20:08, 11 April 2010
Actions that require players to time their actions in relation to a rhythm.
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
A rewrite of a pattern that was part of the original collection in the book Patterns in Game Design<ref name="Bjork & Holopainen 2004"/>.
References
<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>