Resource Locations

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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:

Instantiated by: Pick-Ups,

Modulated by:

Can Instantiate

Exploitation, Game World Exploration, Resource Sources, Strategic Locations

Can Modulate

Area Control, Gain Ownership, Inaccessible Areas, Territories

Can Be Instantiated By

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

Controllers together with Resource Generators

Can Be Modulated By

Diegetically Outstanding Features, Traces

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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