Extended Actions: Difference between revisions
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[[Category:Patterns]] | |||
[[Category:Needs work]] | |||
[[Category:Needs revision]] | |||
[[Category:Needs examples]] | |||
''Actions that take so long to complete that they require players to miss opportunities to perform other actions in order to complete them."" | |||
=== Examples === | |||
[[Left 4 Dead Series]] | |||
== 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 renamed version of the pattern ''Extended Actions'' 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> | |||
Revision as of 17:04, 11 April 2010
Actions that take so long to complete that they require players to miss opportunities to perform other actions in order to complete them.""
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 renamed version of the pattern Extended Actions 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>