Difference between revisions of "Maneuvering"
From gdp3
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== Taken from Real-Time Games == | == Taken from Real-Time Games == | ||
− | + | [[Category:Patterns]] | |
+ | [[Category:Needs work]] | ||
+ | [[Category:Needs revision]] | ||
+ | [[Category:Needs examples]] | ||
+ | [[Category:Stub]] | ||
+ | ''Controlling the movement of game elements in real-time games.'' | ||
+ | |||
+ | === Examples === | ||
+ | |||
+ | == Using the pattern == | ||
+ | [[Maneuvering]] in a [[Game Worlds|Game World]], even in simple two-dimensional [[Game Worlds]], enhances the feeling of [[Spatial Immersion]]. | ||
+ | |||
+ | === 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''<ref name="Bjork & Holopainen 2004"/>. | ||
+ | |||
+ | == References == | ||
+ | <references> | ||
+ | <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> | ||
+ | </references> |
Revision as of 20:18, 11 April 2010
Contents
Taken from Real-Time Games
Controlling the movement of game elements in real-time games.
Examples
Using the pattern
Maneuvering in a Game World, even in simple two-dimensional Game Worlds, enhances the feeling of Spatial Immersion.
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.