Difference between revisions of "Memorabilia"
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''Content or artifacts gained during gameplay that are accessible after game instances end.'' | ''Content or artifacts gained during gameplay that are accessible after game instances end.'' | ||
+ | Components used to play a game are typically kept together between games so that the game can be played again. However, some games have rules for letting players gain ownership of components before, during, or after gameplay. These components may be ones actually used for gameplay or additional ones for recording the gameplay planned or occurred, but can in both cases serve as [[Memorabilia]] of specific game instances. | ||
=== Examples === | === Examples === | ||
+ | Winning specific [[Marbles]] is a archetypical example of [[Memorabilia]] in games, and a similar case can be found in [[Magic: The Gathering]] when one plays for cards. To a lesser degree, [[Memorabilia]] exists in [[Warhammer 40K]] as players have to assemble and paint their miniatures before | ||
screenshots | screenshots | ||
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[[Trenne Byar]] | [[Trenne Byar]] | ||
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== Using the pattern == | == Using the pattern == |
Revision as of 09:01, 21 February 2012
Content or artifacts gained during gameplay that are accessible after game instances end.
Components used to play a game are typically kept together between games so that the game can be played again. However, some games have rules for letting players gain ownership of components before, during, or after gameplay. These components may be ones actually used for gameplay or additional ones for recording the gameplay planned or occurred, but can in both cases serve as Memorabilia of specific game instances.
Contents
Examples
Winning specific Marbles is a archetypical example of Memorabilia in games, and a similar case can be found in Magic: The Gathering when one plays for cards. To a lesser degree, Memorabilia exists in Warhammer 40K as players have to assemble and paint their miniatures before
screenshots
photo albums Sims series
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
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Possible Closure Effects
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Potentially Conflicting With
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History
Updated version of the pattern Player-Player Proximity first described in the report Game Design Patterns for Mobile Games[1].
References
- ↑ Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.
Acknowledgements
Johan Peitz