Difference between revisions of "Memory of Important Events"
From gdp3
(Created page with "Category:Patterns Category:Needs work Category:Needs revision Category:Needs examples Category:Needs references Category:Patterns created on the Wiki [...") |
|||
Line 28: | Line 28: | ||
== Relations == | == Relations == | ||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[Own Agenda]], | |
− | + | [[Sense of Self]] | |
− | + | ||
=== Can Modulate === | === Can Modulate === | ||
− | - | + | [[Awareness of Surroundings]], |
+ | [[Non-Player Characters]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 20:31, 12 August 2014
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
Narration Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Awareness of Surroundings, Non-Player Characters
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Memory of Important Events that was first identified in the paper Gameplay Design Patterns for Believable Non-Player Characters[1].
References
- ↑ Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Social Networks and Conflicts. Proceedings of GDTW 2007.
Acknowledgements
-