Difference between revisions of "Memorabilia"

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[[Category:Pervasive Patterns]]
 
[[Category:Pervasive Patterns]]
 
[[Category:To be Published]]
 
[[Category:To be Published]]
''The one-sentence "definition" that should be in italics.''
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''Content or artifacts gained during gameplay that are accessible after game instances end.''
  
This pattern is a still a stub.
 
  
 
=== Examples ===
 
=== Examples ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Gameplay Statistics]]
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[[Gameplay Statistics]],
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[[Heterogeneous Game Element Ownership]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 08:48, 21 February 2012

Content or artifacts gained during gameplay that are accessible after game instances end.


Examples

screenshots

Europa Universalis series

photo albums Sims series

Trenne Byar


Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Trans-Game Information Social Rewards Game Element Trading

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Gameplay Statistics, Heterogeneous Game Element Ownership

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

Updated version of the pattern Player-Player Proximity first described in the report Game Design Patterns for Mobile Games[1].

References

  1. Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.

Acknowledgements

Johan Peitz