Maneuvering

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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.