Difference between revisions of "Deliver"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
 +
=== Can Modulate ===
 +
[[Artifact-Location Proximity]],
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[[Trading]]
 +
 +
=== Can Be Instantiated By ===
 +
[[Check Points]],
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[[Gain Ownership]],
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[[MacGuffins]],
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[[Non-Player Characters]]
 +
 +
=== Can Be Modulated By ===
 +
[[Evade]],
 +
[[Overcome]],
 +
[[Pick-Ups]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
 +
=== Can Instantiate ===
 +
[[Aim & Shoot]],
 +
[[Goal Points]],
 +
[[Narration Structures]],
 +
[[Quests]],
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[[Stealth]],
 +
[[Traverse]]
 +
 +
==== with [[Artifact-Location Proximity]] ====
 +
[[Player-Location Proximity]]
 +
 +
==== with [[Guard]] ====
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[[Guide and Protect]]
 +
 +
==== with [[Indirect Control]] ====
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[[Herd]]
  
 
== Relations ==
 
== Relations ==

Revision as of 07:52, 20 May 2022

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

Delivery consists of moving a certain game element to another specified game element or place within the game space.

Games which have goals consisting of moving one game element from one place to another may be complicated by only letting players be able to move the game element through the effect of other game elements. In these cases, the goals may be seen as making a Delivery of a game element by using other game elements.

This pattern is a still a stub.

Examples

Left 4 Dead series Assassin's Creed series

Football can be described as the task of delivering the ball into the other team's goal.

Capture the flag variants of first-person shooters such as the Quake series and Unreal Tournament series have the goal of gaining access of the other team's flag and carrying it to one's own capture point.


Anti-Examples

optional

Using the pattern

Can Modulate

Artifact-Location Proximity, Trading

Can Be Instantiated By

Check Points, Gain Ownership, MacGuffins, Non-Player Characters

Can Be Modulated By

Evade, Overcome, Pick-Ups

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

Aim & Shoot, Goal Points, Narration Structures, Quests, Stealth, Traverse

with Artifact-Location Proximity

Player-Location Proximity

with Guard

Guide and Protect

with Indirect Control

Herd

Relations

Can Instantiate

Aim & Shoot, Goal Points, Narration Structures, Quests, Stealth, Traverse

with Artifact-Location Proximity

Player-Location Proximity

with Guard

Guide and Protect

with Indirect Control

Herd

Can Modulate

Artifact-Location Proximity, Trading

Can Be Instantiated By

Check Points, Gain Ownership, MacGuffins, Non-Player Characters

Can Be Modulated By

Evade, Overcome, Pick-Ups

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

-