Bookkeeping Tokens
From gdp3
Revision as of 16:39, 10 June 2011 by Staffan Björk (Talk | contribs)
Game elements that do not represent diegetic objects in the game world but instead uphold abstract parts of the game state.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Extra Chances, Geospatial Game Widgets
Can Modulate
Stimulated Planning, Action Programming, Self-Facilitated Games, Memorizing
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
Excise when Bookkeeping Tokens are used
History
An updated version of the pattern Book-Keeping Tokens 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
-