Interruptibility: Difference between revisions

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== Consequences ==
== Consequences ==
[[Freedom of Choice]]
[[Game Pauses]]
[[Pervasive Gameplay]]


== Relations ==
== Relations ==

Revision as of 11:19, 21 February 2012

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Freedom of Choice

Game Pauses

Pervasive Gameplay

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design<ref name="Bjork & Holopainen 2004"/>.

or

New pattern created in this wiki.

References

-

Acknowledgements