Memorabilia
From gdp3
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
Can Instantiate
Social Rewards, Trans-Game Information
Can Modulate
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Can Be Instantiated By
Game Element Trading Gameplay Statistics, Heterogeneous Game Element Ownership
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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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