Difference between revisions of "Deliver"
From gdp3
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== Relations == | == Relations == | ||
+ | Instantiates: Pick-Ups, Goal Points, Traverse, Movement | ||
+ | |||
+ | Modulates: Narrative Structures, Trading | ||
+ | |||
+ | Instantiated by: Herd | ||
+ | |||
+ | Modulated by: Stealth, Overcome, Evade, Gain Ownership, Aim & Shoot | ||
+ | |||
+ | [[Avatars]] | ||
+ | [[Non-Player Characters]] | ||
+ | [[Aim & Shoot]] | ||
+ | [[MacGuffins]] | ||
+ | [[Quests]] | ||
+ | [[Movement]] | ||
+ | [[Traverse]] | ||
+ | [[Stealth]] | ||
+ | [[Evade]] | ||
+ | [[Guard]] | ||
+ | [[Herd]] | ||
+ | [[Artifact-Location Proximity]] | ||
+ | [[Player-Location Proximity]] | ||
+ | [[Check Points]] | ||
+ | [[Gain Ownership]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 07:45, 19 May 2022
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Pick-Ups, Goal Points, Traverse, Movement
Modulates: Narrative Structures, Trading
Instantiated by: Herd
Modulated by: Stealth, Overcome, Evade, Gain Ownership, Aim & Shoot
Avatars Non-Player Characters Aim & Shoot MacGuffins Quests Movement Traverse Stealth Evade Guard Herd Artifact-Location Proximity Player-Location Proximity Check Points Gain Ownership
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Delivery 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.
Acknowledgements
-