Memorabilia
From gdp3
Revision as of 08:48, 21 February 2012 by Staffan Björk (Talk | contribs)
Content or artifacts gained during gameplay that are accessible after game instances end.
Contents
Examples
screenshots
photo albums Sims series
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Trans-Game Information Social Rewards Game Element Trading
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Gameplay Statistics, Heterogeneous Game Element Ownership
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
Updated version of the pattern Player-Player Proximity first described in the report Game Design Patterns for Mobile Games[1].
References
- ↑ Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.
Acknowledgements
Johan Peitz