Avatars

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Game elements that manifestation all a players actions, and typically is tightly connected to the player's success and failure in the game.

In many cases, when the pattern is present it is the only means through which a player can affect the game world. This does not mean that a player only can have one Avatars during a complete game session, simply that one only has one at any given time and might switch between them.


Examples

Using the pattern

Designing so a player can control of several game elements at the same time give rise to the Units patterns rather than the Avatars patterns.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Agents

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Potentially Conflicting With

Units

History

A rewrite of a pattern 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.

Acknowledgments