Difference between revisions of "Memorabilia"

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(Relations)
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== Relations ==
 
== Relations ==
 +
=== Can Instantiate ===
 +
[[Social Rewards]],
 
[[Trans-Game Information]]
 
[[Trans-Game Information]]
[[Social Rewards]]
 
[[Game Element Trading]]
 
 
=== Can Instantiate ===
 
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
-
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Game Element Trading]]
 
[[Gameplay Statistics]],  
 
[[Gameplay Statistics]],  
 
[[Heterogeneous Game Element Ownership]]
 
[[Heterogeneous Game Element Ownership]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
-
  
 
== History ==
 
== History ==

Revision as of 08:51, 21 February 2012

Content or artifacts gained during gameplay that are accessible after game instances end.


Examples

screenshots

Europa Universalis series

photo albums Sims series

Trenne Byar


Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Social Rewards, Trans-Game Information

Can Modulate

-

Can Be Instantiated By

Game Element Trading Gameplay Statistics, Heterogeneous Game Element Ownership

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

Updated version of the pattern Player-Player Proximity first described in the report Game Design Patterns for Mobile Games[1].

References

  1. Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.

Acknowledgements

Johan Peitz