Strategic Knowledge
From gdp3
Revision as of 12:58, 22 May 2011 by Staffan Björk (Talk | contribs)
Knowledge based on game elements, rules, possible actions, or evaluation functions of games without regards to specific game states.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Irreversible Events Randomness Exaggerated Perception of Influence Units Combos Stimulated Planning Strategic Planning Diegetically Outstanding Features Heterogeneous Game Element Ownership Multiplayer Games Zero-Player Games Internal Conflicts Power-Ups Cutscenes Single-Player Games Fixed Distributions Game Worlds Self-Facilitated Games Evolving Rule Sets Construction Environmental Effects Weapons Crafting Thematic Consistency
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 Strategic Knowledge 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
-