Difference between revisions of "Deliver"

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(Relations)
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=== Examples ===
 
=== Examples ===
 +
[[Left 4 Dead series]]
 +
[[Assassin's Creed series]]
  
 
==== Anti-Examples ====
 
==== Anti-Examples ====
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== Relations ==
 
== Relations ==
Instantiates: Pick-Ups, Goal Points, Traverse, Movement
+
Instantiates: [[Pick-Ups]], [[Goal Points]]
  
Modulates: Narrative Structures, Trading
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Modulates: [[Trading]]
  
Instantiated by: Herd
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Modulated by: Overcome
 
+
Modulated by: Stealth, Overcome, Evade, Gain Ownership, Aim & Shoot
+
  
 
[[Avatars]]
 
[[Avatars]]
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[[Check Points]]
 
[[Check Points]]
 
[[Gain Ownership]]
 
[[Gain Ownership]]
 +
 +
To inject into: [[Narration Structures]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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=== Can Modulate ===
 
=== Can Modulate ===
-
 
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 07:47, 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

Instantiates: Pick-Ups, Goal Points

Modulates: Trading

Modulated by: Overcome

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: Narration Structures

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 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

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