Gameplay Engines

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Revision as of 18:33, 26 January 2015 by Staffan Björk (talk | contribs) (→Relations)
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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Contents

  • 1 Examples
    • 1.1 Anti-Examples
  • 2 Using the pattern
    • 2.1 Diegetic Aspects
    • 2.2 Interface Aspects
    • 2.3 Narration Aspects
  • 3 Consequences
  • 4 Relations
    • 4.1 Can Instantiate
      • 4.1.1 with ...
    • 4.2 Can Modulate
    • 4.3 Can Be Instantiated By
    • 4.4 Can Be Modulated By
    • 4.5 Possible Closure Effects
    • 4.6 Potentially Conflicting With
  • 5 History
  • 6 References
  • 7 Acknowledgements

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Combos, Emergent Gameplay, Positive Feedback Loops, Supporting Goals

Player Defined Goals

Constructive Gameplay Investments


Construction, Scores Winner determined after Gameplay Ends Construction/Scoring Phase Shift

Can Instantiate

-

with ...

Can Modulate

-

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-

Retrieved from "https://gdp.cse.chalmers.se/index.php?title=Gameplay_Engines&oldid=21047"
Categories:
  • Patterns
  • Dynamic Patterns
  • Needs work
  • Needs revision
  • Needs examples
  • Needs references
  • Patterns created on the Wiki
  • Stub
  • To be Published
  • Staffan's current workpage

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  • This page was last edited on 26 January 2015, at 18:33.
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