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{
"pattern_name": "Buttons",
"description": "Buttons are game elements, which players can use to activate events or actions in the game world.",
"content": [],
"using_the_pattern": [
"[[Buttons]] can be sticky, i. e. they stay pressed allowing the players to know if the [[Button]] is activated or not. If the [[Button]] can be pressed again to inactivate it, this can be used to create [[Reversability]], while those that cannot be changed back enforce [[Irreversible Actions]]. Buttons, which are not sticky, can cycle through a series of states, for example, pressing a button repeatedly can let a player decide which of the three doors are open."
],
"consequences": [
"[[Buttons]] are simple [[Controllers]] that allow for a limited range of actions. Their use is trivial to understand, although the effect of activating a [[Button]] may be complex and have long-term consequences."
],
"relations": {
"Instantiates": [
"Controllers"
],
"Modulates": [],
"Instantiated by": [],
"Modulated by": [
"Reversability",
"Irreversible Actions"
],
"Potentially conflicting with": []
},
"examples": [
"In the early first-person computer roleplaying game Dungeon Master the buttons and levers on the walls are used to open doors, walls, and sections of the floor."
],
"label": "5. Game Design Patterns for Game Elements",
"pattern_links": [
{
"name": "Reversability",
"file": "Reversability"
},
{
"name": "Irreversible Actions",
"file": "IrreversibleActions"
},
{
"name": "Controllers",
"file": "Controllers"
}
],
"pattern_id": "Buttons",
"playable_concept": "Not available yet",
"metadata": {
"version": "1.2.2.2",
"date_processed": "2025-04-26",
"source_file": "Buttons.htm",
"converter_version": "1.2.2.2"
}
} |