Excise: Difference between revisions

From gdp3
Jump to navigationJump to search
No edit summary
Line 14: Line 14:
This pattern is a still a stub.
This pattern is a still a stub.


Note: ''the concept of [[Excise]] comes from the field of Human-Computer Interaction<ref name="cooper"/>.
Note: ''the concept of ''[[Excise]] ''comes from the field of Human-Computer Interaction<ref name="cooper"/>.


=== Examples ===
=== Examples ===
==== Anti-Examples ====
optional


== Using the pattern ==
== Using the pattern ==

Revision as of 10:18, 6 July 2016

Ancillary actions necessary for gameplay but that do not contribute directly to gameplay.

This pattern is a still a stub.

Note: the concept of Excise comes from the field of Human-Computer Interaction<ref name="cooper"/>.

Examples

Using the pattern

Can Be Instantiated By

Abstract Player Constructs, Action Programming, Bookkeeping Tokens, Characters, Complex Gameplay, Drafting, Game Element Insertion, Game Masters, Gameplay Statistics, Grinding, Movement, No-Use Bonus, Optional Rules, Persistent Game Worlds, Puzzle Solving, Save Scumming, Self-Facilitated Games, Units, Vehicle Sections, Zero-Player Games

AI Players, Game System Player, Game Worlds, or Units in Self-Facilitated Games

Can Be Modulated By

Current Player Tokens, Entitled Players, First Player Tokens, Game Servers, Score Tracks

Possible Closure Effects

-

Potentially Conflicting With

Dedicated Game Facilitators, Freedom of Choice, Game Masters, Minimalized Social Weight, Mules, Non-Player Help, Purchasable Game Advantages, Quick Returns, Vehicles

Resource Caps when Bookkeeping Tokens are used

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

-

Can Modulate

-

Can Be Instantiated By

Abstract Player Constructs, Action Programming, Bookkeeping Tokens, Characters, Complex Gameplay, Drafting, Game Element Insertion, Game Masters, Gameplay Statistics, Grinding, Movement, No-Use Bonus, Optional Rules, Persistent Game Worlds, Puzzle Solving, Save Scumming, Self-Facilitated Games, Units, Vehicle Sections, Zero-Player Games

AI Players, Game System Player, Game Worlds, or Units in Self-Facilitated Games

Can Be Modulated By

Current Player Tokens, Entitled Players, First Player Tokens, Game Servers, Score Tracks

Possible Closure Effects

-

Potentially Conflicting With

Dedicated Game Facilitators, Freedom of Choice, Game Masters, Minimalized Social Weight, Mules, Non-Player Help, Purchasable Game Advantages, Quick Returns, Vehicles

Resource Caps when Bookkeeping Tokens are used

History

New pattern created in this wiki.

References

<references> <ref name="cooper">Cooper, A., Reimann, R., Cronin, D. & Noessel, C. (2014). About Face: The Essentials of Interaction Design, 4th edition. Wiley.</ref> </references>

Acknowledgements

Karl Bergström