Difference between revisions of "Deliver"

From gdp3
Jump to: navigation, search
(Relations)
Line 28: Line 28:
  
 
== Relations ==
 
== Relations ==
 +
Instantiates: Pick-Ups, Goal Points, Traverse, Movement
 +
 +
Modulates: Narrative Structures, Trading
 +
 +
Instantiated by: Herd
 +
 +
Modulated by: Stealth, Overcome, Evade, Gain Ownership, Aim & Shoot
 +
 +
[[Avatars]]
 +
[[Non-Player Characters]]
 +
[[Aim & Shoot]]
 +
[[MacGuffins]]
 +
[[Quests]]
 +
[[Movement]]
 +
[[Traverse]]
 +
[[Stealth]]
 +
[[Evade]]
 +
[[Guard]]
 +
[[Herd]]
 +
[[Artifact-Location Proximity]]
 +
[[Player-Location Proximity]]
 +
[[Check Points]]
 +
[[Gain Ownership]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===

Revision as of 07:45, 19 May 2022

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Instantiates: Pick-Ups, Goal Points, Traverse, Movement

Modulates: Narrative Structures, Trading

Instantiated by: Herd

Modulated by: Stealth, Overcome, Evade, Gain Ownership, Aim & Shoot

Avatars Non-Player Characters Aim & Shoot MacGuffins Quests Movement Traverse Stealth Evade Guard Herd Artifact-Location Proximity Player-Location Proximity Check Points Gain Ownership

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

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-