Difference between revisions of "Gameplay Design Pattern Template"

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== Using the pattern ==
 
== Using the pattern ==
  
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned.
+
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned.
 +
 
 +
The sub headings below should be added if feasible.
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
 +
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns
 +
 +
=== Interface Aspects ===
 +
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns
  
Text about how the pattern relates to diegetic elements, interface elements, and narrative structures.
+
=== Narrative Aspects ===
 +
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns
  
 
== Consequences ==
 
== Consequences ==

Revision as of 16:39, 6 November 2009

Make a copy of this page (go into edit, ctrl-A, ctrl-c, write the name is the search box, create page, ctrl-v) when you want to create a new gameplay design pattern. Let the pattern name be the name of the page. Don't forget to include code to add the pattern for the appropriate categories, e.g.:

[[Category:Patterns]]
[[Category:Needs work]]

It may be a good idea to use the "What Links here" tool on the left hand side to catch all references to a pattern.

The template proper start below the line.


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

Short paragraph giving the description of the pattern while not referring to any other patterns.

Examples

Some examples, preferably from different genres and with links to wiki pages of the games.

Using the pattern

Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned.

The sub headings below should be added if feasible.

Diegetic Aspects

Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns

Interface Aspects

Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns

Narrative Aspects

Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns

Consequences

What effects a patterns has on a design.

Relations

Instantiates

Gameplay Design Pattern Template , Gameplay Design Pattern Template

Modulates

Gameplay Design Pattern Template , Gameplay Design Pattern Template

Instantiated By

Gameplay Design Pattern Template, Gameplay Design Pattern Template

Modulated By

Gameplay Design Pattern Template, Gameplay Design Pattern Template

Potentially Conflicting With

Gameplay Design Pattern Template, Gameplay Design Pattern Template

History

Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable.

References

References to external sources.