Tension: Difference between revisions
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[[Agents]] | [[Agents]] | ||
[[Predictable Consequences]] | |||
[[Unpredictable Behavior]] | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Revision as of 13:06, 2 January 2011
The feeling of caring about the outcome of actions or events in a game without having full control over them.
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
A rewrite 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>