Difference between revisions of "Alignment"

From gdp3
Jump to: navigation, search
(References)
(References)
Line 41: Line 41:
 
<ref name="Juul2010">Juul, J. (2010) A Casual Revolution: Reinventing Video Games and Their Players. MIT Press.</ref>
 
<ref name="Juul2010">Juul, J. (2010) A Casual Revolution: Reinventing Video Games and Their Players. MIT Press.</ref>
 
</references>
 
</references>
d
 

Revision as of 13:48, 7 July 2010

The goal of forming a linear alignment of game elements.

Using the term Matching Tile Games, Jesper Juul provides an analysis of a group of games using a form of the pattern in the fourth chapter of his book A Casual Revolution: Reinventing Video Games and Their Players[1]

Examples

Using the pattern

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 Alignment that was part of the original collection in the book Patterns in Game Design[2].

References

  1. Juul, J. (2010) A Casual Revolution: Reinventing Video Games and Their Players. MIT Press.
  2. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.