Combos: Difference between revisions
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[[Category:Needs examples]] | [[Category:Needs examples]] | ||
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[[Category:Staffan's current workpage]] | |||
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''Sets of actions that trigger additional effects than those that occur due to the individual actions.'' | ''Sets of actions that trigger additional effects than those that occur due to the individual actions.'' | ||
Revision as of 22:26, 12 February 2011
Sets of actions that trigger additional effects than those that occur due to the individual actions.
This pattern is a still a stub.
Examples
The Doctor achievement in Assassin's Creed 2.
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 revised version of the pattern in 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>