Difference between revisions of "Units"
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Revision as of 17:49, 11 April 2010
Groups of game elements under the player's control that let the player perform actions to influence the Game World.
Contents
Examples
Using the pattern
If a player only has control of one game element, this will give rise to the Avatars patterns rather than the Units patterns.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
A rewrite of a pattern that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.