Difference between revisions of "Levels"
From gdp3
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[[Category:Level Design Patterns]] | [[Category:Level Design Patterns]] | ||
+ | [[Category:Patterns]] | ||
+ | [[Category:Needs work]] | ||
+ | [[Category:Needs revision]] | ||
+ | [[Category:Needs examples]] | ||
+ | [[Category:Patterns created on the Wiki]] | ||
+ | [[Category:Stub]] | ||
+ | ''A level is a part of the game in which all player actions take place until a certain goal has been reached or an end condition has been fulfilled.'' | ||
+ | |||
+ | === 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 revised version of the pattern ''Levels'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>. | ||
+ | New pattern created in this wiki. | ||
+ | |||
+ | == 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> |
Revision as of 17:11, 11 April 2010
A level is a part of the game in which all player actions take place until a certain goal has been reached or an end condition has been fulfilled.
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 revised version of the pattern Levels that was part of the original collection in the book Patterns in Game Design[1]. New pattern created in this wiki.
References
- Jump up ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.