Crossmedia Gameplay

From gdp3
Revision as of 08:50, 28 September 2011 by Staffan Björk (talk | contribs)
Jump to navigationJump to search

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

Relations

Can Instantiate

Alternate Reality Gameplay, Real World Gameplay Spaces

Can Modulate

-

Can Be Instantiated By

Auxiliary Game Screens, Connected Games

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

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

-