Difference between revisions of "Deliver"
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== Relations == | == Relations == | ||
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To inject into: [[Pick-Ups]], [[Narration Structures]] | To inject into: [[Pick-Ups]], [[Narration Structures]] | ||
=== Can Instantiate === | === Can Instantiate === | ||
− | [[Goal Points]] | + | [[Aim & Shoot]], |
+ | [[Goal Points]], | ||
+ | [[Quests]], | ||
+ | [[Stealth]], | ||
+ | [[Traverse]] | ||
− | ==== with | + | ==== with [[Artifact-Location Proximity]] ==== |
+ | [[Player-Location Proximity]] | ||
+ | |||
+ | ==== with [[Guard]] ==== | ||
+ | [[Guide and Protect]] | ||
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+ | ==== with [[Indirect Control]] ==== | ||
+ | [[Herd]] | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Artifact-Location Proximity]], | ||
[[Trading]] | [[Trading]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | - | + | [[Check Points]], |
+ | [[Gain Ownership]], | ||
+ | [[MacGuffins]], | ||
+ | [[Non-Player Characters]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Evade]], | ||
[[Overcome]] | [[Overcome]] | ||
Revision as of 07:35, 20 May 2022
The one-sentence "definition" that should be in italics.
Delivery consists of moving a certain game element to another specified game element or place within the game space.
Games which have goals consisting of moving one game element from one place to another may be complicated by only letting players be able to move the game element through the effect of other game elements. In these cases, the goals may be seen as making a Delivery of a game element by using other game elements.
This pattern is a still a stub.
Contents
Examples
Left 4 Dead series Assassin's Creed series
Football can be described as the task of delivering the ball into the other team's goal.
Capture the flag variants of first-person shooters such as the Quake series and Unreal Tournament series have the goal of gaining access of the other team's flag and carrying it to one's own capture point.
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
To inject into: Pick-Ups, Narration Structures
Can Instantiate
Aim & Shoot, Goal Points, Quests, Stealth, Traverse
with Artifact-Location Proximity
with Guard
with Indirect Control
Can Modulate
Artifact-Location Proximity, Trading
Can Be Instantiated By
Check Points, Gain Ownership, MacGuffins, Non-Player Characters
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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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
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