Difference between revisions of "Traces"
From gdp3
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[[Category:Patterns]] | [[Category:Patterns]] | ||
+ | [[Category:Narration Patterns]] | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
[[Category:Needs revision]] | [[Category:Needs revision]] | ||
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== Consequences == | == Consequences == | ||
+ | |||
+ | [[Switches]] | ||
== Relations == | == Relations == | ||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Left 4 Dead series]] | ||
+ | [[Challenging Gameplay]] | ||
+ | [[Diegetically Outstanding Features]] | ||
+ | [[Detective Structure]] | ||
+ | [[Cutscenes]] | ||
+ | [[Game Worlds]] | ||
+ | [[Environmental Storytelling]] | ||
+ | [[Geospatial Game Widgets]] | ||
+ | [[Props]] | ||
+ | [[Landmarks]] | ||
+ | [[Pick-Ups]] | ||
==== with ... ==== | ==== with ... ==== |
Revision as of 03:46, 7 May 2011
Game elements, or distinct parts of game worlds, that give evidence of events in the environment.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Left 4 Dead series Challenging Gameplay Diegetically Outstanding Features Detective Structure Cutscenes Game Worlds Environmental Storytelling Geospatial Game Widgets Props Landmarks Pick-Ups
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Traces 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
-