Resource Locations
From gdp3
Revision as of 19:02, 26 July 2015 by Staffan Björk (Talk | contribs) (Created page with "Category:Mechanial Patterns Category:Patterns Category:Needs work Category:Needs revision Category:Needs examples Category:Needs references Category:...")
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Power-Ups Vehicles Environmental Storytelling Tools Installations Game Items Territories Controllers Strategic Knowledge Strategic Locations Chargers Area Control Tiles Game World Exploration Exploitation Bases
Modulates: Inaccessible Areas, Gain Ownership
Instantiated by: Pick-Ups,
Modulated by: Outstanding Features, Traces
Can Instantiate
-
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Resource Locations 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
-