Deliver: Difference between revisions
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== Relations == | == Relations == | ||
Instantiates: Pick-Ups, Goal Points, Traverse, Movement | |||
Modulates: Narrative Structures, Trading | |||
Instantiated by: Herd | |||
Modulated by: Stealth, Overcome, Evade, Gain Ownership, Aim & Shoot | |||
[[Avatars]] | |||
[[Non-Player Characters]] | |||
[[Aim & Shoot]] | |||
[[MacGuffins]] | |||
[[Quests]] | |||
[[Movement]] | |||
[[Traverse]] | |||
[[Stealth]] | |||
[[Evade]] | |||
[[Guard]] | |||
[[Herd]] | |||
[[Artifact-Location Proximity]] | |||
[[Player-Location Proximity]] | |||
[[Check Points]] | |||
[[Gain Ownership]] | |||
=== Can Instantiate === | === Can Instantiate === | ||
Revision as of 07:45, 19 May 2022
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Pick-Ups, Goal Points, Traverse, Movement
Modulates: Narrative Structures, Trading
Instantiated by: Herd
Modulated by: Stealth, Overcome, Evade, Gain Ownership, Aim & Shoot
Avatars Non-Player Characters Aim & Shoot MacGuffins Quests Movement Traverse Stealth Evade Guard Herd Artifact-Location Proximity Player-Location Proximity Check Points Gain Ownership
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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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
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