Difference between revisions of "Resource Locations"
From gdp3
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== Consequences == | == Consequences == | ||
− | == | + | === Can Instantiate === |
− | + | [[Exploitation]], | |
+ | [[Game World Exploration]], | ||
+ | [[Resource Sources]], | ||
+ | [[Strategic Locations]] | ||
− | + | === Can Modulate === | |
− | + | [[Area Control]], | |
− | + | [[Gain Ownership]], | |
+ | [[Inaccessible Areas]], | ||
+ | [[Territories]] | ||
+ | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Exploitation]], | [[Exploitation]], | ||
Line 53: | Line 59: | ||
[[Game Items]], | [[Game Items]], | ||
[[Installations]], | [[Installations]], | ||
+ | [[Pick-Ups]], | ||
[[Tiles]], | [[Tiles]], | ||
[[Tools]], | [[Tools]], |
Revision as of 09:06, 29 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Exploitation, Game World Exploration, Resource Sources, Strategic Locations
Can Modulate
Area Control, Gain Ownership, Inaccessible Areas, Territories
Relations
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, Pick-Ups, Tiles, Tools, Vehicles
Controllers together with Resource Generators
Can Be Modulated By
Diegetically Outstanding Features, Traces
Possible Closure Effects
-
Potentially Conflicting With
-
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-