Combos

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Sets of actions that trigger additional effects than those that occur due to the individual actions.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Team Combos

Can Be Modulated By

Potentially Conflicting With

History

A revised version of the pattern in 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.