Memorabilia

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Content or artifacts gained during gameplay that are accessible after game instances end.


Examples

screenshots

Europa Universalis series

photo albums Sims series

Trenne Byar


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

  1. Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.

Acknowledgements

Johan Peitz