Replayability: Difference between revisions

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== Using the pattern ==
== Using the pattern ==
[[Internal Conflicts]]


=== Diegetic Aspects ===
=== Diegetic Aspects ===

Revision as of 09:35, 7 September 2010

The level to which a game provides new challenges, learning opportunities, or experiences when played again.

Examples

Using the pattern

Internal Conflicts

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>