Difference between revisions of "Deliver"
From gdp3
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=== Examples === | === Examples === | ||
+ | [[Left 4 Dead series]] | ||
+ | [[Assassin's Creed series]] | ||
==== Anti-Examples ==== | ==== Anti-Examples ==== | ||
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== Relations == | == Relations == | ||
− | Instantiates: Pick-Ups, Goal Points | + | Instantiates: [[Pick-Ups]], [[Goal Points]] |
− | Modulates: | + | Modulates: [[Trading]] |
− | + | Modulated by: Overcome | |
− | + | ||
− | Modulated by: | + | |
[[Avatars]] | [[Avatars]] | ||
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[[Check Points]] | [[Check Points]] | ||
[[Gain Ownership]] | [[Gain Ownership]] | ||
+ | |||
+ | To inject into: [[Narration Structures]] | ||
=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Modulate === | === Can Modulate === | ||
− | |||
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 07:47, 19 May 2022
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Left 4 Dead series Assassin's Creed series
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Pick-Ups, Goal Points
Modulates: Trading
Modulated by: Overcome
Avatars Non-Player Characters Aim & Shoot MacGuffins Quests Movement Traverse Stealth Evade Guard Herd Artifact-Location Proximity Player-Location Proximity Check Points Gain Ownership
To inject into: Narration Structures
Can Instantiate
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with ...
Can Modulate
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
-