Luck: Difference between revisions
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[[Category:Needs Closure effect relations]] | |||
[[Category:Aesthetic Patterns]] | [[Category:Aesthetic Patterns]] | ||
[[Category:Patterns]] | [[Category:Patterns]] | ||
Revision as of 11:37, 10 September 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>