Difference between revisions of "Deliver"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
 
Modulates: [[Trading]]
 
 
 
[[Avatars]]
 
[[Avatars]]
 
[[Non-Player Characters]]
 
[[Non-Player Characters]]
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=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Trading]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

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

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

Trading

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

-