Difference between revisions of "Pick-Ups"
From gdp3
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=== Examples === | === Examples === | ||
+ | [[Left 4 Dead series]] | ||
== Using the pattern == | == Using the pattern == | ||
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== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Randomness]] | ||
+ | [[Game Element Insertion]] | ||
+ | [[Challenging Gameplay]] | ||
+ | [[Levels]] | ||
+ | [[Diegetically Outstanding Features]] | ||
+ | [[Power-Ups]] | ||
+ | [[Geospatial Game Widgets]] | ||
+ | [[Game Items]] | ||
+ | [[Transferable Items]] | ||
+ | [[Armor]] | ||
+ | [[Ammunition]] | ||
+ | [[Balancing Effects]] | ||
==== with ... ==== | ==== with ... ==== |
Revision as of 21:48, 6 May 2011
Game elements that exist in game worlds and can be collected, usually by moving avatars or units in contacts.
This pattern is a still a stub. (take parts of this and put in Game Items and other places)
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Randomness Game Element Insertion Challenging Gameplay Levels Diegetically Outstanding Features Power-Ups Geospatial Game Widgets Game Items Transferable Items Armor Ammunition Balancing Effects
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Pick-Ups 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
-