Difference between revisions of "Gameplay Design Pattern Template"
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(use this if that pattern is complete but only one person has gone through this) | (use this if that pattern is complete but only one person has gone through this) | ||
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</pre> | </pre> |
Revision as of 12:20, 4 December 2009
Make a copy of this page (go into edit, ctrl-A, ctrl-c, write the name in the search box, create page, ctrl-v) when you want to create a new gameplay design pattern. Let the pattern name be the name of the page. Don't forget to include code to add the pattern for the appropriate categories, e.g.:
[[Category:Patterns]] [[Category:Needs work]] (use this if that pattern isn't finished) [[Category:Needs revision]] (use this if that pattern is complete but only one person has gone through this) [[Category:Needs examples]] (use this if the pattern needs more examples)
For you're own sake it may be good to mark which patterns you are currently working on with an additional category, e.g.
[[Category:Staffan's current workpage]]
for Staffan Björk.
It may be a good idea to use the "What Links here" tool on the left hand side to catch all references to a pattern.
The template proper start below the line.
The one-sentence "definition" that should be in italics.
Short paragraph giving the description of the pattern while not referring to any other patterns.
Contents
Examples
Some examples, preferably from different genres and with links to wiki pages of the games.
Using the pattern
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned.
The sub headings below should be added if feasible.
Diegetic Aspects
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns
Interface Aspects
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns
Narrative Aspects
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns
Consequences
What effects a patterns has on a design.
Relations
Can Instantiate
Gameplay Design Pattern Template , Gameplay Design Pattern Template
Can Modulate
Gameplay Design Pattern Template , Gameplay Design Pattern Template
Can Be Instantiated By
Gameplay Design Pattern Template, Gameplay Design Pattern Template
Can Be Modulated By
Gameplay Design Pattern Template, Gameplay Design Pattern Template
Potentially Conflicting With
Gameplay Design Pattern Template, Gameplay Design Pattern Template
History
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable.
References
References to external sources.