Achievements: Difference between revisions
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[[Category:Patterns]] | |||
[[Category:Meta Patterns]] | |||
[[Category:Needs work]] | |||
[[Category:Needs revision]] | |||
[[Category:Needs examples]] | |||
[[Category:Patterns created on the Wiki]] | |||
[[Category:Staffan's current workpage]] | |||
''The one-sentence "definition" that should be in italics.'' | |||
=== Examples === | |||
Example: [[Left 4 Dead Series]] | Example: [[Left 4 Dead Series]] | ||
== Using the pattern == | |||
=== Diegetic Aspects === | |||
=== Interface Aspects === | |||
=== Narrative Aspects === | |||
== Consequences == | |||
== Relations == | |||
=== Can Instantiate === | |||
=== Can Modulate === | |||
=== Can Be Instantiated By === | |||
=== Can Be Modulated By === | |||
=== Potentially Conflicting With === | |||
== History == | |||
A renamed version of the pattern ''Illusion of Influence'' 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> | |||
Revision as of 14:22, 24 February 2010
The one-sentence "definition" that should be in italics.
Examples
Example: Left 4 Dead Series
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
A renamed version of the pattern Illusion of Influence 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>