Difference between revisions of "Memorabilia"

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(Relations)
(Examples)
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[[Trenne Byar]]
 
[[Trenne Byar]]
  
 
+
[[Marbles]]
 +
[[Magic: The Gathering]]
  
 
== Using the pattern ==
 
== Using the pattern ==

Revision as of 08:51, 21 February 2012

Content or artifacts gained during gameplay that are accessible after game instances end.


Examples

screenshots

Europa Universalis series

photo albums Sims series

Trenne Byar

Marbles Magic: The Gathering

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Social Rewards, Trans-Game Information

Can Modulate

-

Can Be Instantiated By

Game Element Trading Gameplay Statistics, Heterogeneous Game Element Ownership

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

Updated version of the pattern Player-Player Proximity first described in the report Game Design Patterns for Mobile Games[1].

References

  1. Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.

Acknowledgements

Johan Peitz