Difference between revisions of "Persistent Game Worlds"

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''Game Worlds that exist independently of players' game and play sessions.''
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''Game worlds that exist independently of players' game and play sessions.''
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.

Revision as of 17:43, 16 January 2011

Game worlds that exist independently of players' game and play sessions.

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 Persistent Game Worlds 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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