Maneuvering
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Revision as of 08:39, 6 December 2010 by Staffan Björk (Talk | contribs)
Controlling the movement of game elements in real-time games.
Contents
Examples
Using the pattern
Maneuvering in a Game World, even in simple two-dimensional Game Worlds, enhances the feeling of Spatial Immersion.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
A rewrite of a pattern 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.