Difference between revisions of "Instances"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
 +
 +
==== [[Massively Multiplayer Online Games]] ====
 +
[[Dynamic Alliances]]
 +
 +
=== Can Instantiate ===
 +
[[Camping]],
 
[[Extra Chances]],  
 
[[Extra Chances]],  
[[Freedom of Choice]],
 
[[Game Lobbies]],
 
[[Game Servers]],
 
 
[[Inaccessible Areas]],  
 
[[Inaccessible Areas]],  
[[Massively Multiplayer Online Games]],
 
 
[[Levels]],  
 
[[Levels]],  
[[Persistent Game World Changes]],
 
[[Persistent Game Worlds]],
 
[[Private Game Spaces]],
 
[[Thematic Consistency]]
 
 
=== Can Instantiate ===
 
[[Camping]],
 
 
[[Social Interaction]]
 
[[Social Interaction]]
  
==== with ... ====
+
==== with [[Massively Multiplayer Online Games]] ====
 +
[[Dynamic Alliances]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Game Servers]],
 +
[[Massively Multiplayer Online Games]],
 +
[[Persistent Game Worlds]] 
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
-
+
[[Private Game Spaces]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Boss Monsters]],  
 
[[Boss Monsters]],  
 +
[[Game Lobbies]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
+
[[Persistent Game World Changes]],
 +
[[Thematic Consistency]]
  
 
== History ==
 
== History ==

Revision as of 07:08, 1 July 2014


The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

World of Warcraft

Eve Online

Using the pattern

Boss Monsters, Camping, Extra Chances, Freedom of Choice, Game Lobbies, Game Servers, Inaccessible Areas, Massively Multiplayer Online Games, Levels, Persistent Game World Changes, Persistent Game Worlds, Private Game Spaces, Thematic Consistency

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Massively Multiplayer Online Games

Dynamic Alliances

Can Instantiate

Camping, Extra Chances, Inaccessible Areas, Levels, Social Interaction

with Massively Multiplayer Online Games

Dynamic Alliances

Can Modulate

Game Servers, Massively Multiplayer Online Games, Persistent Game Worlds

Can Be Instantiated By

Private Game Spaces

Can Be Modulated By

Boss Monsters, Game Lobbies

Possible Closure Effects

-

Potentially Conflicting With

Persistent Game World Changes, Thematic Consistency

History

New pattern created in this wiki.

References

-

Acknowledgements

-