Gameplay Design Pattern Template, Shortened

From gdp3
Revision as of 14:51, 22 December 2009 by Staffan Björk (Talk | contribs) (Created page with 'Category:Patterns Category:Needs work Category:Needs revision Category:Needs examples Category:Staffan's current workpage ''The one-sentence "definition" that…')

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

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

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Potentially Conflicting With

History

A renamed version of the pattern Illusion of Influence that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.