Difference between revisions of "Maneuvering"

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[[Category:temporary storage spaces]]
 
 
 
== Taken from Real-Time Games ==
 
== Taken from Real-Time Games ==
"Maneuvering in a Game World, even in simple two-dimensional Game Worlds, enhances the feeling of Spatial Immersion."
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[[Category:Patterns]]
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[[Category:Needs work]]
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[[Category:Needs revision]]
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[[Category:Needs examples]]
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[[Category:Stub]]
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''Controlling the movement of game elements in real-time games.''
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=== Examples ===
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== Using the pattern ==
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[[Maneuvering]] in a [[Game Worlds|Game World]], even in simple two-dimensional [[Game Worlds]], enhances the feeling of [[Spatial Immersion]].
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=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narrative Aspects ===
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== Consequences ==
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== Relations ==
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=== Can Instantiate ===
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=== Can Modulate ===
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=== Can Be Instantiated By ===
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=== Can Be Modulated By ===
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=== Potentially Conflicting With ===
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== History ==
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A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
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== References ==
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<references>
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<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref>
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</references>

Revision as of 20:18, 11 April 2010

Taken from Real-Time Games

Controlling the movement of game elements in real-time games.

Examples

Using the pattern

Maneuvering in a Game World, even in simple two-dimensional Game Worlds, enhances the feeling of Spatial Immersion.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Potentially Conflicting With

History

A rewrite of a pattern 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.