Difference between revisions of "Deliver"
From gdp3
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== Relations == | == Relations == | ||
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Modulates: [[Trading]] | Modulates: [[Trading]] | ||
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[[Avatars]] | [[Avatars]] | ||
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[[Gain Ownership]] | [[Gain Ownership]] | ||
− | To inject into: [[Narration Structures]] | + | To inject into: [[Pick-Ups]], [[Narration Structures]] |
=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[Goal Points]] | |
==== with ... ==== | ==== with ... ==== | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 07:48, 19 May 2022
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Left 4 Dead series Assassin's Creed series
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Modulates: Trading
Avatars Non-Player Characters Aim & Shoot MacGuffins Quests Movement Traverse Stealth Evade Guard Herd Artifact-Location Proximity Player-Location Proximity Check Points Gain Ownership
To inject into: Pick-Ups, Narration Structures
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 Delivery 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
-