Player Agency: Difference between revisions
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== Relations == | == Relations == | ||
[[ | [[Zero-Player Games]] | ||
[[ | [[Social Adaptability]] | ||
[[ | [[Negotiable Play Sessions]] | ||
[[ | [[Negotiable Game Sessions]] | ||
[[Exaggerated Perception of Influence]] | |||
=== Can Instantiate === | === Can Instantiate === | ||
- | - | ||
=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Creative Control]], | |||
[[Gameplay Mastery]], | |||
[[Luck]], | |||
[[Player/System Action Composites]], | |||
[[Player Augmentations]] | |||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Automated Responses]], | |||
[[Luck]], | |||
[[No Direct Player Influence]], | |||
[[Player/System Action Composites]], | |||
[[Player Augmentations]] | |||
== History == | == History == | ||
Revision as of 13:46, 6 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Zero-Player Games Social Adaptability Negotiable Play Sessions Negotiable Game Sessions Exaggerated Perception of Influence
Can Instantiate
-
Can Modulate
-
Can Be Instantiated By
Creative Control, Gameplay Mastery, Luck, Player/System Action Composites, Player Augmentations
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
Automated Responses, Luck, No Direct Player Influence, Player/System Action Composites, Player Augmentations
History
New pattern created in this wiki.
References
-
Acknowledgements
-