Difference between revisions of "Deliver"

From gdp3
Jump to: navigation, search
(Relations)
Line 30: Line 30:
  
 
== Relations ==
 
== Relations ==
Instantiates: [[Pick-Ups]], [[Goal Points]]
 
  
 
Modulates: [[Trading]]
 
Modulates: [[Trading]]
 
Modulated by: Overcome
 
  
 
[[Avatars]]
 
[[Avatars]]
Line 52: Line 49:
 
[[Gain Ownership]]
 
[[Gain Ownership]]
  
To inject into: [[Narration Structures]]
+
To inject into: [[Pick-Ups]], [[Narration Structures]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
-
+
[[Goal Points]]
  
 
==== with ... ====
 
==== with ... ====
Line 65: Line 62:
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Overcome]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 07:48, 19 May 2022

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

This pattern is a still a stub.

Examples

Left 4 Dead series Assassin's Creed series

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Modulates: Trading

Avatars Non-Player Characters Aim & Shoot MacGuffins Quests Movement Traverse Stealth Evade Guard Herd Artifact-Location Proximity Player-Location Proximity Check Points Gain Ownership

To inject into: Pick-Ups, Narration Structures

Can Instantiate

Goal Points

with ...

Can Modulate

Can Be Instantiated By

-

Can Be Modulated By

Overcome

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Delivery 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

-