Difference between revisions of "Combos"

From gdp3
Jump to: navigation, search
Line 4: Line 4:
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 +
[[Category:Staffan's current workpage]]
 
[[Category:Stub]]
 
[[Category:Stub]]
 
''Sets of actions that trigger additional effects than those that occur due to the individual actions.''
 
''Sets of actions that trigger additional effects than those that occur due to the individual actions.''

Revision as of 22:26, 12 February 2011

Sets of actions that trigger additional effects than those that occur due to the individual actions.

This pattern is a still a stub.

Examples

The Doctor achievement in Assassin's Creed 2.

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Team Combos

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

A revised version of the pattern in the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.