Difference between revisions of "Enemies"
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=== Examples === | === Examples === | ||
+ | |||
+ | [[Left 4 Dead Series]] | ||
+ | [[Space Alert]] | ||
+ | [[Assassin's Creed 2]] | ||
== Using the pattern == | == Using the pattern == | ||
+ | |||
+ | Alarms | ||
+ | Time Limits | ||
+ | Challenging Gameplay | ||
+ | Avatars | ||
+ | Stimulated Planning | ||
=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 16:13, 17 April 2010
The one-sentence "definition" that should be in italics.
Contents
Examples
Left 4 Dead Series Space Alert Assassin's Creed 2
Using the pattern
Alarms Time Limits Challenging Gameplay Avatars Stimulated Planning
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
An updated version of the pattern Enemies 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.