Levels

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A level is a part of the game in which all player actions take place until a certain goal has been reached or an end condition has been fulfilled.

This pattern is still a stub.

Examples

Using the pattern

Dormans work on action-adventure games Hullett and Whitehead Milam and Seif El Nasr

Elite, Slaves to Armok II: Dwarf Fortress, Just Cause, Minecraft

A common effect of finishing a Level is the Quick Travel to another.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Boss Monsters

Consequences

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Quick Travel

Possible Closure Effects

Quick Travel

Potentially Conflicting With

History

A revised version of the pattern Levels that was part of the original collection in the book Patterns in Game Design[1]. New pattern created in this wiki.

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.