Difference between revisions of "Real Life Activities Affect Game State"
From gdp3
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Changes in Perception of Real World Phenomena due to Gameplay]] | ||
==== with ... ==== | ==== with ... ==== | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Extra-Game Input]], | ||
+ | [[Pervasive Gameplay]], | ||
+ | [[Physical Navigation]], | ||
+ | [[Player Physical Prowess]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 10:45, 22 August 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Changes in Perception of Real World Phenomena due to Gameplay
with ...
Can Modulate
Can Be Instantiated By
Extra-Game Input, Pervasive Gameplay, Physical Navigation, Player Physical Prowess
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design[1].
or
New pattern created in this wiki.
References
-
Acknowledgements
- ↑ Cite error: Invalid
<ref>
tag; no text was provided for refs namedBjork_.26_Holopainen_2004