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[[Category:Aesthetical Patterns]]
[[Category:Patterns]]
[[Category:Patterns]]
[[Category:Aesthetical Patterns]]
[[Category:Needs work]]
[[Category:Needs work]]
[[Category:Needs revision]]
[[Category:Needs revision]]
[[Category:Needs examples]]
[[Category:Needs examples]]
[[Category:Patterns created on the Wiki]]
[[Category:Stub]]
''The feeling that random effects are not random but favorable or unfavorable to a player.''
=== 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 version 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>

Revision as of 20:15, 11 April 2010

The feeling that random effects are not random but favorable or unfavorable to a player.

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 version 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>