Difference between revisions of "Tools"
From gdp3
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=== Examples === | === Examples === | ||
+ | Left 4 Dead series (← links) | ||
+ | Torchlight (← links) | ||
+ | |||
+ | GURPS | ||
+ | |||
+ | |||
+ | [[Minecraft]] and the [[Team Fortress series]], through dispensers and sentry guns respectively, allow players to create [[Tools]] that can act independently in combat, needing only to be resupplied. | ||
== Using the pattern == | == Using the pattern == | ||
+ | [[Alarms]] | ||
+ | [[Exaggerated Perception of Influence]] | ||
+ | [[Avatars]] | ||
+ | [[Units]] | ||
+ | [[Characters]] | ||
+ | [[Enemies]] | ||
+ | [[Weapons]] | ||
+ | [[Vehicles]] | ||
+ | [[Installations]] | ||
+ | |||
+ | [[Freedom of Choice]] | ||
+ | [[Multiplayer Games]] | ||
+ | [[Factions]] | ||
+ | [[Extra-Game Consequences]] | ||
+ | [[Game Worlds]] | ||
+ | [[Construction]] | ||
+ | [[Cooldown]] | ||
+ | [[Loot]] | ||
+ | [[Sets]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 20:35, 5 April 2011
Game elements used to provide or easy actions in game worlds.
This pattern is a still a stub.
Contents
Examples
Left 4 Dead series (← links) Torchlight (← links)
GURPS
Minecraft and the Team Fortress series, through dispensers and sentry guns respectively, allow players to create Tools that can act independently in combat, needing only to be resupplied.
Using the pattern
Alarms Exaggerated Perception of Influence Avatars Units Characters Enemies Weapons Vehicles Installations
Freedom of Choice Multiplayer Games Factions Extra-Game Consequences Game Worlds Construction Cooldown Loot Sets
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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