Real World Knowledge Advantages

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Revision as of 11:17, 11 April 2012 by Staffan Björk (Talk | contribs) (Relations)

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

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Game Mastery

with ...

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Can Modulate

-

Can Be Instantiated By

Physical Navigation, Player-Location Proximity, Real World Gameplay Spaces

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design[1].

or

New pattern created in this wiki.

References

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Acknowledgements

  1. Cite error: Invalid <ref> tag; no text was provided for refs named Bjork_.26_Holopainen_2004