Difference between revisions of "Memorabilia"
From gdp3
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== Relations == | == Relations == | ||
+ | === Can Instantiate === | ||
+ | [[Social Rewards]], | ||
[[Trans-Game Information]] | [[Trans-Game Information]] | ||
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− | |||
− | |||
− | |||
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=== Can Modulate === | === Can Modulate === | ||
+ | - | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Game Element Trading]] | ||
[[Gameplay Statistics]], | [[Gameplay Statistics]], | ||
[[Heterogeneous Game Element Ownership]] | [[Heterogeneous Game Element Ownership]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | - | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
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== History == | == History == |
Revision as of 08:51, 21 February 2012
Content or artifacts gained during gameplay that are accessible after game instances end.
Contents
Examples
screenshots
photo albums Sims series
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Social Rewards, Trans-Game Information
Can Modulate
-
Can Be Instantiated By
Game Element Trading 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
- ↑ Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.
Acknowledgements
Johan Peitz