Difference between revisions of "Unlocking"

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== References ==
 
== References ==
 
<references>
 
<references>
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
+
<ref name="aki">Järvinen, A. (2010). ''[http://www.gamasutra.com/blogs/AkiJarvinen/20100705/5489/Aesthetics_of_Social_Games.php Aesthetics of Social Games]''.Posted 07/05/10 on Gamasutra.</ref>
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
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Revision as of 18:08, 18 October 2011

The one-sentence "definition" that should be in italics.

mention Aki

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Skills Powers Weapons Vehicles Character Development Abstract Player Construct Development Anticipation Player-Planned Development

Minigames Neighbors Privileged Abilities Sidegrades

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. However the concept was first described in the Gamasutra article Aesthetics of Social Games[1] by Aki Järvinen.

References

  1. Järvinen, A. (2010). Aesthetics of Social Games.Posted 07/05/10 on Gamasutra.

Acknowledgements

-