Difference between revisions of "Real World Knowledge Advantages"
From gdp3
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Game Mastery]] | ||
==== with ... ==== | ==== with ... ==== | ||
+ | - | ||
=== Can Modulate === | === Can Modulate === | ||
+ | - | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Physical Navigation]], | ||
+ | [[Player-Location Proximity]], | ||
+ | [[Real World Gameplay Spaces]] | ||
=== 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 11:17, 11 April 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
-
Can Modulate
-
Can Be Instantiated By
Physical Navigation, Player-Location Proximity, Real World Gameplay Spaces
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design[1].
or
New pattern created in this wiki.
References
-
Acknowledgements
- ↑ Cite error: Invalid
<ref>
tag; no text was provided for refs namedBjork_.26_Holopainen_2004