Resource Locations

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Revision as of 15:53, 27 July 2015 by Staffan Björk (Talk | contribs) (Can Be Instantiated By)

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Modulates: Inaccessible Areas,

Instantiated by: Pick-Ups,

Modulated by: Diegetically Outstanding Features, Traces

Can Instantiate

Exploitation, Game World Exploration, Strategic Locations

Can Modulate

Area Control, Gain Ownership, Territories

Can Be Instantiated By

Bases, Chargers, Environmental Storytelling, Game Items, Installations, Tiles, Tools, Vehicles

Controllers together with Resource Generators

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Resource Locations 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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