Difference between revisions of "Alignment"
From gdp3
(→References) |
|||
Line 1: | Line 1: | ||
− | |||
[[Category:Patterns]] | [[Category:Patterns]] | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
Line 42: | Line 41: | ||
<ref name="Juul2010">Juul, J. (2010) A Casual Revolution: Reinventing Video Games and Their Players. MIT Press.</ref> | <ref name="Juul2010">Juul, J. (2010) A Casual Revolution: Reinventing Video Games and Their Players. MIT Press.</ref> | ||
</references> | </references> | ||
+ | d |
Revision as of 13:35, 7 July 2010
The goal of forming a linear alignment of game elements.
Using the term Matching Tile Games, Jesper Juul provides an analysis of a group of games using a form of the pattern in the fourth chapter of his book A Casual Revolution: Reinventing Video Games and Their Players[1]
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
An updated version of the pattern Alignment that was part of the original collection in the book Patterns in Game Design[2].
References
- ↑ Juul, J. (2010) A Casual Revolution: Reinventing Video Games and Their Players. MIT Press.
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
d