Deliver: Difference between revisions

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== Relations ==
== Relations ==
Instantiates: [[Pick-Ups]], [[Goal Points]]


Modulates: [[Trading]]
Modulates: [[Trading]]
Modulated by: Overcome


[[Avatars]]
[[Avatars]]
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[[Gain Ownership]]
[[Gain Ownership]]


To inject into: [[Narration Structures]]
To inject into: [[Pick-Ups]], [[Narration Structures]]


=== Can Instantiate ===
=== Can Instantiate ===
-
[[Goal Points]]


==== with ... ====
==== with ... ====
Line 65: Line 62:


=== Can Be Modulated By ===
=== Can Be Modulated By ===
-
[[Overcome]]


=== Possible Closure Effects ===
=== Possible Closure Effects ===

Revision as of 07:48, 19 May 2022

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

This pattern is a still a stub.

Examples

Left 4 Dead series Assassin's Creed series

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Modulates: Trading

Avatars Non-Player Characters Aim & Shoot MacGuffins Quests Movement Traverse Stealth Evade Guard Herd Artifact-Location Proximity Player-Location Proximity Check Points Gain Ownership

To inject into: Pick-Ups, Narration Structures

Can Instantiate

Goal Points

with ...

Can Modulate

Can Be Instantiated By

-

Can Be Modulated By

Overcome

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Delivery that was part of the original collection in the book Patterns in Game Design<ref name="Bjork & Holopainen 2004"/>.

References

<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>

Acknowledgements

-