Single-Player Games

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

Examples

include examples of where several humans shared the role of one player, e.g. Harbor Master and Flight Control on multitouch devices.

High Score Lists Roleplaying Challenging Gameplay Units Algorithmic Agents Private Game Spaces Stimulated Planning Freedom of Choice Multiplayer Games Character Defining Actions Factions

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.