Difference between revisions of "Gameplay Design Pattern Template, Shortened"
From gdp3
(Created page with 'Category:Patterns Category:Needs work Category:Needs revision Category:Needs examples Category:Staffan's current workpage ''The one-sentence "definition" that…') |
|||
Line 3: | Line 3: | ||
[[Category:Needs revision]] | [[Category:Needs revision]] | ||
[[Category:Needs examples]] | [[Category:Needs examples]] | ||
− | |||
''The one-sentence "definition" that should be in italics.'' | ''The one-sentence "definition" that should be in italics.'' | ||
Revision as of 12:53, 28 February 2010
The one-sentence "definition" that should be in italics.
Contents
[hide]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 renamed version of the pattern Illusion of Influence that was part of the original collection in the book Patterns in Game Design[1].
References
- Jump up ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.