Bookkeeping Tokens

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Game elements that do not represent diegetic objects in the game world but instead uphold abstract parts of the game state.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Stimulated Planning Extra Chances Action Programming Self-Facilitated Games Resource Caps Memorizing Geospatial Game Widgets

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Book-Keeping Tokens 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.

Acknowledgements

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