Experimenting
From gdp3
Revision as of 19:23, 9 January 2011 by Staffan Björk (Talk | contribs)
Performing actions to learn how the rules of cause and effect work in a game.
This pattern is a still a stub.
Contents
Examples
Using the pattern
ref to Gees learning principle
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
An updated version of the pattern Experimenting 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
-