Deliver

From gdp3
Revision as of 07:48, 19 May 2022 by Staffan Björk (Talk | contribs) (Relations)

Jump to: navigation, search

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

-