Difference between revisions of "Avatars"
From gdp3
(Created page with 'Category:Patterns Category:Needs work Category:Needs examples Category:Staffan's current workpage ''Game elements that manifestation all a players actions, and t…') |
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== Using the pattern == | == Using the pattern == | ||
+ | Designing so a player can control of several game elements at the same time give rise to the [[Units]] patterns rather than the [[Avatars]] patterns. | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Units]] | ||
== History == | == History == | ||
− | |||
A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>. | A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>. | ||
− | |||
== References == | == References == | ||
+ | <references> | ||
+ | <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> | ||
+ | </references> | ||
== Acknowledgments == | == Acknowledgments == |
Revision as of 10:29, 13 January 2010
Game elements that manifestation all a players actions, and typically is tightly connected to the player's success and failure in the game.
In many cases, when the pattern is present it is the only means through which a player can affect the game world. This does not mean that a player only can have one Avatars during a complete game session, simply that one only has one at any given time and might switch between them.
Contents
Examples
Using the pattern
Designing so a player can control of several game elements at the same time give rise to the Units patterns rather than the Avatars patterns.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
A rewrite of a pattern 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.