Difference between revisions of "Gameplay Design Pattern Template"

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== Relations ==
 
== Relations ==
  
=== Instantiates ===
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=== Can Instantiate ===
 
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]
 
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]
  
=== Modulates ===
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=== Can Modulate ===
 
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]
 
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]
  
=== Instantiated By ===
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=== Can Be Instantiated By ===
 
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
 
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
  
=== Modulated By ===
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=== Can Be Modulated By ===
 
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
 
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
  

Revision as of 10:08, 19 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

Can Instantiate

Gameplay Design Pattern Template , Gameplay Design Pattern Template

Can Modulate

Gameplay Design Pattern Template , Gameplay Design Pattern Template

Can Be Instantiated By

Gameplay Design Pattern Template, Gameplay Design Pattern Template

Can Be 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.