Lull Periods: Difference between revisions

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== Relations ==
== Relations ==
[[Strategic Planning]]
[[Exploitation]]
[[Gameplay Engines]]
[[Tactical Planning]]
[[Inventories]]
[[Team Strategy Identification]]
[[Cut Scenes]]
[[Togetherness]]
[[Game Masters]]
[[Dedicated Game Facilitators]]
=== Can Instantiate ===
=== Can Instantiate ===
[[Pottering]],  
[[Pottering]],  
 
[[Stimulated Planning]],
==== with ... ====
[[Togetherness]]


=== Can Modulate ===
=== Can Modulate ===
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=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
[[Cut Scenes]],
[[Dedicated Game Facilitators]],
[[Downtime]],  
[[Downtime]],  
[[Exploitation]],
[[Game Masters]],
[[Gameplay Engines]],
[[Transport Routes]]
[[Transport Routes]]



Revision as of 16:44, 2 August 2015

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

This pattern is a still a stub.

Examples

Left 4 Dead series, horror games, Europa Universalis series,

Anti-Examples

optional

Using the pattern

Lull Periods can range from Downtime not being stressful.

This makes the latter end of the scale subjective, and the pattern into a Subjective Pattern.

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

Pottering, Stimulated Planning, Togetherness

Can Modulate

-

Can Be Instantiated By

Cut Scenes, Dedicated Game Facilitators, Downtime, Exploitation, Game Masters, Gameplay Engines, Transport Routes

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-