Difference between revisions of "Enemies"

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=== Examples ===
 
=== Examples ===
 +
 +
[[Left 4 Dead Series]]
 +
[[Space Alert]]
 +
[[Assassin's Creed 2]]
  
 
== Using the pattern ==
 
== Using the pattern ==
 +
 +
Alarms
 +
Time Limits
 +
Challenging Gameplay
 +
Avatars
 +
Stimulated Planning
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===

Revision as of 16:13, 17 April 2010

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

Examples

Left 4 Dead Series Space Alert Assassin's Creed 2

Using the pattern

Alarms Time Limits Challenging Gameplay Avatars Stimulated Planning

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Potentially Conflicting With

History

An updated version of the pattern Enemies 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.