Difference between revisions of "Levels"
From gdp3
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Elite, Slaves to Armok II: Dwarf Fortress, Just Cause, Minecraft | Elite, Slaves to Armok II: Dwarf Fortress, Just Cause, Minecraft | ||
+ | |||
+ | A common effect of finishing a [[Levels|Level]] is the [[Quick Travel]] to another. | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== Narrative Aspects === | === Narrative Aspects === | ||
+ | [[Boss Monsters]] | ||
== Consequences == | == Consequences == | ||
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=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | [[Quick Travel]] | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === |
Revision as of 22:31, 14 January 2011
A level is a part of the game in which all player actions take place until a certain goal has been reached or an end condition has been fulfilled.
This pattern is still a stub.
Contents
Examples
Using the pattern
Dormans work on action-adventure games Hullett and Whitehead Milam and Seif El Nasr
Elite, Slaves to Armok II: Dwarf Fortress, Just Cause, Minecraft
A common effect of finishing a Level is the Quick Travel to another.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
A revised version of the pattern Levels that was part of the original collection in the book Patterns in Game Design[1]. New pattern created in this wiki.
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.