Difference between revisions of "Game Element Trading"
From gdp3
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== Relations == | == Relations == | ||
+ | [[Heterogeneous Game Element Ownership]] | ||
+ | [[Multiplayer Games]] | ||
+ | [[Extra-Game Consequences]] | ||
+ | [[Persistent Game Worlds]] | ||
+ | [[Purchasable Game Advantages]] | ||
+ | [[Tools]] | ||
+ | [[Game Items]] | ||
+ | [[Cosmetic Game Items]] | ||
+ | [[Character Development]] | ||
+ | [[Ubiquitous Gameplay] | ||
+ | [[Memorabilia]] | ||
+ | [[Player-Artifact Proximity]] | ||
+ | [[Player-Player Proximity]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 13:00, 27 August 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Heterogeneous Game Element Ownership Multiplayer Games Extra-Game Consequences Persistent Game Worlds Purchasable Game Advantages Tools Game Items Cosmetic Game Items Character Development [[Ubiquitous Gameplay] Memorabilia Player-Artifact Proximity Player-Player Proximity
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design[1].
or
New pattern created in this wiki.
References
-
Acknowledgements
- ↑ Cite error: Invalid
<ref>
tag; no text was provided for refs namedBjork_.26_Holopainen_2004