Lull Periods: Difference between revisions
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| Line 38: | Line 38: | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Pottering]], | [[Pottering]], | ||
[[Stimulated Planning]], | |||
[[Togetherness]] | |||
=== Can Modulate === | === Can Modulate === | ||
| Line 60: | Line 47: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Cut Scenes]], | |||
[[Dedicated Game Facilitators]], | |||
[[Downtime]], | [[Downtime]], | ||
[[Exploitation]], | |||
[[Game Masters]], | |||
[[Gameplay Engines]], | |||
[[Transport Routes]] | [[Transport Routes]] | ||
Revision as of 16:44, 2 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Left 4 Dead series, horror games, Europa Universalis series,
Anti-Examples
optional
Using the pattern
Lull Periods can range from Downtime not being stressful.
This makes the latter end of the scale subjective, and the pattern into a Subjective Pattern.
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Pottering, Stimulated Planning, Togetherness
Can Modulate
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Can Be Instantiated By
Cut Scenes, Dedicated Game Facilitators, Downtime, Exploitation, Game Masters, Gameplay Engines, Transport Routes
Can Be Modulated By
-
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
-
Acknowledgements
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