Difference between revisions of "Strategic Locations"
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 2: | Line 2: | ||
[[Category:Patterns]] | [[Category:Patterns]] | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
+ | [[Category:Mechanical Patterns]] | ||
+ | [[Category:Level Design Patterns]] | ||
[[Category:Needs revision]] | [[Category:Needs revision]] | ||
[[Category:Needs examples]] | [[Category:Needs examples]] |
Revision as of 12:40, 22 May 2011
Areas in game worlds that are advantageous to control or have access to.
This pattern is a still a stub.
Contents
Examples
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 Strategic Locations 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.
Acknowledgements
-