Difference between revisions of "Single-Player Games"
From gdp3
(Created page with "Category:Staffan's current workpage Category:Patterns Category:Needs work Category:Needs revision Category:Needs examples Category:Needs references [[Cate...") |
|||
Line 11: | Line 11: | ||
=== Examples === | === Examples === | ||
include examples of where several humans shared the role of one player, e.g. Harbor Master and Flight Control on multitouch devices. | include examples of where several humans shared the role of one player, e.g. Harbor Master and Flight Control on multitouch devices. | ||
+ | |||
+ | High Score Lists | ||
+ | Roleplaying | ||
+ | Challenging Gameplay | ||
+ | Units | ||
+ | Algorithmic Agents | ||
+ | Private Game Spaces | ||
+ | Stimulated Planning | ||
+ | Freedom of Choice | ||
+ | Multiplayer Games | ||
+ | Character Defining Actions | ||
+ | Factions | ||
== Using the pattern == | == Using the pattern == |
Revision as of 08:53, 19 November 2010
The one-sentence "definition" that should be in italics.
Examples
include examples of where several humans shared the role of one player, e.g. Harbor Master and Flight Control on multitouch devices.
High Score Lists Roleplaying Challenging Gameplay Units Algorithmic Agents Private Game Spaces Stimulated Planning Freedom of Choice Multiplayer Games Character Defining Actions Factions
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.