Difference between revisions of "Memorizing"

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[[Category:Needs work]]

Revision as of 14:54, 29 May 2011

Games where players gain benefit by remembering facts about the game or game state.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Memorizing 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.

Acknowledgements

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