Drop-In/Drop-Out

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The one-sentence "definition" that should be in italics.

Short paragraph giving the description of the pattern while not referring to any other patterns.

Examples

Lego Star Wars Series

Left 4 Dead Series

Using the pattern

Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned.

The sub headings below should be added if feasible.

Diegetic Aspects

Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns

Interface Aspects

Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns

Narrative Aspects

Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns

Consequences

What effects a patterns has on a design.

Relations

Can Instantiate

Gameplay Design Pattern Template , Gameplay Design Pattern Template

Can Modulate

Gameplay Design Pattern Template , Gameplay Design Pattern Template

Can Be Instantiated By

Gameplay Design Pattern Template, Gameplay Design Pattern Template

Can Be Modulated By

Gameplay Design Pattern Template, Gameplay Design Pattern Template

Potentially Conflicting With

Gameplay Design Pattern Template, Gameplay Design Pattern Template

History

Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable.

References

References to external sources.


Microsoft patent regarding one type of Drop-In/Drop-Out in games