Bookkeeping Tokens
From gdp3
Revision as of 16:33, 10 June 2011 by Staffan Björk (Talk | contribs)
Game elements that do not represent diegetic objects in the game world but instead uphold abstract parts of the game state.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Stimulated Planning Extra Chances Action Programming Self-Facilitated Games Resource Caps Memorizing Geospatial Game Widgets
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Book-Keeping Tokens 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
-