Difference between revisions of "Strategic Locations"
From gdp3
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== Relations == | == Relations == | ||
+ | [[Strategic Planning]] | ||
+ | [[Diegetically Outstanding Features]] | ||
+ | [[Power-Ups]] | ||
+ | [[Game Worlds]] | ||
+ | [[Safe Havens]] | ||
+ | [[Mini-maps]] | ||
+ | [[Vehicles]] | ||
+ | [[Tools]] | ||
+ | [[Installations]] | ||
+ | [[Game Items]] | ||
+ | [[Self-Service Kiosks]] | ||
+ | [[Territories]] | ||
+ | [[Inaccessible Areas]] | ||
+ | [[Balancing Effects]] | ||
+ | [[Controllers]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 12:44, 22 May 2011
Areas in game worlds that are advantageous to control or have access to.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Strategic Planning Diegetically Outstanding Features Power-Ups Game Worlds Safe Havens Mini-maps Vehicles Tools Installations Game Items Self-Service Kiosks Territories Inaccessible Areas Balancing Effects Controllers
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 Strategic Locations 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
-