Difference between revisions of "Memorabilia"
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=== Examples === | === Examples === | ||
− | Winning specific [[ | + | Winning specific marbles in [[Marble Games]] is a archetypical example of [[Memorabilia]] in games, and a similar case can be found in [[Magic: The Gathering]] when one plays for cards. To a lesser degree, [[Memorabilia]] exists in [[Warhammer 40K]] as players have to assemble and paint their miniatures before the can be used and this makes the introduction of each one a potentially memorable occurrence. |
Games that provide possibilities to take screenshots of ongoing gameplay also allows players to create [[Memorabilia]]. Examples of games that do this are numerous and include the [[Doom series|Doom]], [[Europa Universalis series|Europa Universalis]], [[Left 4 Dead series|Left 4 Dead]], [[Quake series|Quake]], and [[Sims series]] as well as [[World of Warcraft]]. | Games that provide possibilities to take screenshots of ongoing gameplay also allows players to create [[Memorabilia]]. Examples of games that do this are numerous and include the [[Doom series|Doom]], [[Europa Universalis series|Europa Universalis]], [[Left 4 Dead series|Left 4 Dead]], [[Quake series|Quake]], and [[Sims series]] as well as [[World of Warcraft]]. | ||
− | + | [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] such as [[1942 – Noen å stole på]], [[Dragonbane]], and [[Trenne Byar]] often result in many types of [[Memorabilia]] since players and facilitators need to create all props for these games. | |
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− | [[Trenne Byar]] | + | |
== Using the pattern == | == Using the pattern == |
Revision as of 09:15, 21 February 2012
Content or artifacts gained during gameplay that are accessible after game instances end.
Components used to play a game are typically kept together between games so that the game can be played again. However, some games have rules for letting players gain ownership of components before, during, or after gameplay. These components may be ones actually used for gameplay or additional ones for recording the gameplay planned or occurred, but can in both cases serve as Memorabilia of specific game instances.
Contents
Examples
Winning specific marbles in Marble Games is a archetypical example of Memorabilia in games, and a similar case can be found in Magic: The Gathering when one plays for cards. To a lesser degree, Memorabilia exists in Warhammer 40K as players have to assemble and paint their miniatures before the can be used and this makes the introduction of each one a potentially memorable occurrence.
Games that provide possibilities to take screenshots of ongoing gameplay also allows players to create Memorabilia. Examples of games that do this are numerous and include the Doom, Europa Universalis, Left 4 Dead, Quake, and Sims series as well as World of Warcraft.
Live Action Roleplaying Games such as 1942 – Noen å stole på, Dragonbane, and Trenne Byar often result in many types of Memorabilia since players and facilitators need to create all props for these games.
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Social Rewards, Trans-Game Information
Can Modulate
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Can Be Instantiated By
Game Element Trading Gameplay Statistics, Heterogeneous Game Element Ownership
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
Updated version of the pattern Player-Player Proximity first described in the report Game Design Patterns for Mobile Games[1].
References
- ↑ Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.
Acknowledgements
Johan Peitz