Traces

From gdp3
Jump to: navigation, search

Game elements, or distinct parts of game worlds, that give evidence of events in the environment.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Switches

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-