Difference between revisions of "Game Element Trading"
From gdp3
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Memorabilia]] | ||
− | ==== with | + | ==== with [[Player-Artifact Proximity]] ==== |
+ | [[Player-Player Proximity]] | ||
+ | |||
+ | ==== with [[Tools]] ==== | ||
+ | [[Extra-Game Consequences]] | ||
=== Can Modulate === | === Can Modulate === | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Character Development]], | ||
+ | [[Heterogeneous Game Element Ownership]], | ||
+ | [[Player-Artifact Proximity]], | ||
+ | [[Purchasable Game Advantages]] | ||
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+ | [[Cosmetic Game Items]] together with [[Multiplayer Games]] | ||
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+ | [[Game Items]] together with [[Persistent Game Worlds]] | ||
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+ | [[Tools]] together with [[Multiplayer Games]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Ubiquitous Gameplay]] | ||
== History == | == History == |
Revision as of 13:08, 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
Can Instantiate
with Player-Artifact Proximity
with Tools
Can Modulate
Can Be Instantiated By
Character Development, Heterogeneous Game Element Ownership, Player-Artifact Proximity, Purchasable Game Advantages
Cosmetic Game Items together with Multiplayer Games
Game Items together with Persistent Game Worlds
Tools together with Multiplayer Games
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