Replayability: Difference between revisions
From gdp3
Jump to navigationJump to search
No edit summary |
No edit summary |
||
| Line 1: | Line 1: | ||
[[Category:Aesthetic Patterns]] | [[Category:Aesthetic Patterns]] | ||
[[Category:Patterns]] | [[Category:Patterns]] | ||
| Line 32: | Line 31: | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
=== Possible Closure Effects === | |||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
Revision as of 08:45, 6 December 2010
The level to which a game provides new challenges, learning opportunities, or experiences when played again.
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
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>