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Revision as of 14:22, 9 January 2011
The goal of forming a linear alignment of game elements.
Using the term Matching Tile Games, Jesper Juul provides an analysis of a group of games using a form of the pattern in the fourth chapter of his book A Casual Revolution: Reinventing Video Games and Their Players<ref name="Juul2010"/>
This pattern is a still a stub.
Examples
Match 3 games
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Alignment 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> <ref name="Juul2010">Juul, J. (2010) A Casual Revolution: Reinventing Video Games and Their Players. MIT Press.</ref> </references>