Difference between revisions of "Pick-Ups"

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=== Examples ===
 
=== Examples ===
 +
[[Left 4 Dead series]]
  
 
== Using the pattern ==
 
== Using the pattern ==
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== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Randomness]]
 +
[[Game Element Insertion]]
 +
[[Challenging Gameplay]]
 +
[[Levels]]
 +
[[Diegetically Outstanding Features]]
 +
[[Power-Ups]]
 +
[[Geospatial Game Widgets]]
 +
[[Game Items]]
 +
[[Transferable Items]]
 +
[[Armor]]
 +
[[Ammunition]]
 +
[[Balancing Effects]]
  
 
==== with ... ====
 
==== with ... ====

Revision as of 21:48, 6 May 2011

Game elements that exist in game worlds and can be collected, usually by moving avatars or units in contacts.

This pattern is a still a stub. (take parts of this and put in Game Items and other places)

Examples

Left 4 Dead series

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Randomness Game Element Insertion Challenging Gameplay Levels Diegetically Outstanding Features Power-Ups Geospatial Game Widgets Game Items Transferable Items Armor Ammunition Balancing Effects

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Pick-Ups 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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