Difference between revisions of "Strategic Locations"

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== Relations ==
 
== Relations ==
 +
[[Strategic Planning]]
 +
[[Diegetically Outstanding Features]]
 +
[[Power-Ups]]
 +
[[Game Worlds]]
 +
[[Safe Havens]]
 +
[[Mini-maps]]
 +
[[Vehicles]]
 +
[[Tools]]
 +
[[Installations]]
 +
[[Game Items]]
 +
[[Self-Service Kiosks]]
 +
[[Territories]]
 +
[[Inaccessible Areas]]
 +
[[Balancing Effects]]
 +
[[Controllers]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===

Revision as of 12:44, 22 May 2011

Areas in game worlds that are advantageous to control or have access to.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Strategic Planning Diegetically Outstanding Features Power-Ups Game Worlds Safe Havens Mini-maps Vehicles Tools Installations Game Items Self-Service Kiosks Territories Inaccessible Areas Balancing Effects Controllers

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 Strategic 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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