Difference between revisions of "Game Element Trading"

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(Relations)
Line 33: Line 33:
 
[[Cosmetic Game Items]]
 
[[Cosmetic Game Items]]
 
[[Character Development]]
 
[[Character Development]]
[[Ubiquitous Gameplay]
+
[[Ubiquitous Gameplay]]
 
[[Memorabilia]]
 
[[Memorabilia]]
 
[[Player-Artifact Proximity]]
 
[[Player-Artifact Proximity]]

Revision as of 13:00, 27 August 2012

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Heterogeneous Game Element Ownership Multiplayer Games Extra-Game Consequences Persistent Game Worlds Purchasable Game Advantages Tools Game Items Cosmetic Game Items Character Development Ubiquitous Gameplay Memorabilia Player-Artifact Proximity Player-Player Proximity

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 ... that was part of the original collection in the book Patterns in Game Design[1].

or

New pattern created in this wiki.

References

-

Acknowledgements

  1. Cite error: Invalid <ref> tag; no text was provided for refs named Bjork_.26_Holopainen_2004