Units

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Groups of game elements under the player's control that let the player perform actions to influence the Game World.

Examples

Using the pattern

If a player only has control of one game element, this will give rise to the Avatars patterns rather than the Units patterns.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Agents

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Potentially Conflicting With

Avatars

History

A rewrite of a pattern 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.

Acknowledgments