Difference between revisions of "Spectators"
(→Relations) |
|||
Line 12: | Line 12: | ||
=== Examples === | === Examples === | ||
+ | [[Chess]] | ||
==== Anti-Examples ==== | ==== Anti-Examples ==== |
Revision as of 12:40, 31 October 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
High Score Lists Drop-In/Drop-Out Achievements Agents Mules Turn Taking Gameplay Statistics Non-Player Characters No Direct Player Influence Multiplayer Games Late Arriving Players Companions Zero-Player Games First-Person Views Single-Player Games Non-Player Help Extra-Game Broadcasting Construction Public Player Statistics Repeat Combos Strategic Knowledge Permadeath Player Elimination Handles Replays Third-Person Views God Views Hotseating Alternate Reality Gameplay Ubiquitous Gameplay Pervasive Gameplay Meta Games Backseat Gamers
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 Spectators that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-