Difference between revisions of "Extra-Game Consequences"

From gdp3
Jump to: navigation, search
Line 3: Line 3:
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 +
[[Category:Staffan's current workpage]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Stub]]
 
[[Category:Stub]]
Line 12: Line 13:
  
 
== Using the pattern ==
 
== Using the pattern ==
 +
That some actions within a game has pre-defined effects outside the game system; Enablers: Inherent Sociability, Altruistic Actions, Purchasable Game Advantages; Consequences: Static Relations, Social Status)
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===

Revision as of 18:53, 15 January 2011

That some actions within a game has pre-defined effects outside the game system.

This pattern is a still a stub.

Examples

Using the pattern

That some actions within a game has pre-defined effects outside the game system; Enablers: Inherent Sociability, Altruistic Actions, Purchasable Game Advantages; Consequences: Static Relations, Social Status)

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Extra-Game Consequences 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.