Game Element Trading: Difference between revisions
From gdp3
Jump to navigationJump to search
No edit summary |
|||
| Line 22: | Line 22: | ||
== Consequences == | == Consequences == | ||
While [[Character Development]] and [[Cosmetic Game Items]] can create [[Extra-Game Consequences]] by themselves, the possibility of [[Game Element Trading]] adds more types of possible consequences. | |||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Memorabilia]] | [[Memorabilia]] | ||
| Line 31: | Line 33: | ||
[[Player-Player Proximity]] | [[Player-Player Proximity]] | ||
==== with [[Tools]] ==== | ==== with [[Character Development]], [[Cosmetic Game Items]], [[Resource Generators]], or [[Tools]] ==== | ||
[[Extra-Game Consequences]] | [[Extra-Game Consequences]] | ||
Revision as of 13:12, 27 August 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
While Character Development and Cosmetic Game Items can create Extra-Game Consequences by themselves, the possibility of Game Element Trading adds more types of possible consequences.
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Character Development, Heterogeneous Game Element Ownership, Player-Artifact Proximity, Purchasable Game Advantages
Cosmetic Game Items together with Multiplayer Games
Game Items together with Persistent Game Worlds
Tools together with Multiplayer Games
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design<ref name="Bjork & Holopainen 2004"/>.
or
New pattern created in this wiki.
References
-