Difference between revisions of "Spectators"

From gdp3
Jump to: navigation, search
(Can Instantiate)
(Relations)
Line 27: Line 27:
  
 
== Relations ==
 
== Relations ==
 +
[[High Score Lists]]
 +
[[Drop-In/Drop-Out]]
 +
[[Achievements]]
 +
[[Agents]]
 +
[[Mules]]
 +
[[Turn Taking]]
 +
[[Gameplay Statistics]]
 +
[[Non-Player Characters]]
 +
[[No Direct Player Influence]]
 +
[[Multiplayer Games]]
 +
[[Late Arriving Players]]
 +
[[Companions]]
 +
[[Zero-Player Games]]
 +
[[First-Person Views]]
 +
[[Single-Player Games]]
 +
[[Non-Player Help]]
 +
[[Extra-Game Broadcasting]]
 +
[[Construction]]
 +
[[Public Player Statistics]]
 +
[[Repeat Combos]]
 +
[[Strategic Knowledge]]
 +
[[Permadeath]]
 +
[[Player Elimination]]
 +
[[Handles]]
 +
[[Replays]]
 +
[[Third-Person Views]]
 +
[[God Views]]
 +
[[Hotseating]]
 +
[[Alternate Reality Gameplay]]
 +
[[Ubiquitous Gameplay]]
 +
[[Pervasive Gameplay]]
 +
[[Meta Games]]
 +
[[Backseat Gamers]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===

Revision as of 12:40, 31 October 2012

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

Narrative Aspects

Consequences

Relations

High Score Lists Drop-In/Drop-Out Achievements Agents Mules Turn Taking Gameplay Statistics Non-Player Characters No Direct Player Influence Multiplayer Games Late Arriving Players Companions Zero-Player Games First-Person Views Single-Player Games Non-Player Help Extra-Game Broadcasting Construction Public Player Statistics Repeat Combos Strategic Knowledge Permadeath Player Elimination Handles Replays Third-Person Views God Views Hotseating Alternate Reality Gameplay Ubiquitous Gameplay Pervasive Gameplay Meta Games Backseat Gamers

Can Instantiate

Backseat Gamers

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Spectators 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

-