Rhythm-Based Actions: Difference between revisions

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[[Category:temporary storage spaces]]
[[Category:Patterns]]
[[Category:Needs work]]
[[Category:Needs examples]]
''Actions that require players to time their actions in relation to a rhythm.''


== taken from real-times games ==
=== Examples ===
"Rhythm-Based Actions in particular can give rise to Sensory-Motoric Immersion"
 
== 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 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>
 
== Acknowledgments ==

Revision as of 20:07, 11 April 2010

Actions that require players to time their actions in relation to a rhythm.

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 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>

Acknowledgments