Pick-Ups: Difference between revisions
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This pattern is a still a stub. | This pattern is a still a stub. | ||
(take parts of this and put in [[Game Items]] and other places) | |||
=== Examples === | === Examples === | ||
Revision as of 12:59, 3 May 2011
Game elements that exist in game worlds and can be collected, usually by moving avatars or units in contacts.
This pattern is a still a stub. (take parts of this and put in Game Items and other places)
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Pick-Ups 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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