Difference between revisions of "Alternate Reality Gameplay"
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''Games where it is more or less unclear if information about the game and actions performed have to do with a game or the real world.'' | ''Games where it is more or less unclear if information about the game and actions performed have to do with a game or the real world.'' | ||
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+ | Most games are easily distinguishable as such and both players and spectators can easily judge if somebody is playing them or not. Games that make this difficult by "hiding" in other activities have [[Alternate Reality Gameplay]], | ||
This pattern is a still a stub. | This pattern is a still a stub. |
Revision as of 09:07, 29 September 2011
Games where it is more or less unclear if information about the game and actions performed have to do with a game or the real world.
Most games are easily distinguishable as such and both players and spectators can easily judge if somebody is playing them or not. Games that make this difficult by "hiding" in other activities have Alternate Reality Gameplay,
This pattern is a still a stub.
Contents
Examples
Assassin is an early example of Alternate Reality Gameplay in that players attempt to "kill" each other while going about their everyday lives. Conspiracy for Good, I Love Bees, Prosopopeia, The Beast, and The Truth About Marika are examples of more elaborate games with Alternate Reality Gameplay, including the presence of developed narratives and the use of many different types of mediums.
Wikipedia has an entry on Alternate Reality Games, including several examples[1].
Using the pattern
Game Masters, often called Puppetmasters by designers of alternate reality games,
Can Be Instantiated By
Crossmedia Gameplay, Diegetic Consistency, Imperfect Information
Can Be Modulated By
Game Masters, Live Action Roleplaying, Non-Player Help, Predefined Story Structures, Rabbit Hole Invitations
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Can Instantiate
Real World Gameplay Spaces, Spectators
Relations
Can Instantiate
Real World Gameplay Spaces, Spectators
Can Modulate
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Can Be Instantiated By
Crossmedia Gameplay, Diegetic Consistency, Imperfect Information
Can Be Modulated By
Game Masters, Live Action Roleplaying, Non-Player Help, Predefined Story Structures, Rabbit Hole Invitations
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
Acknowledgements
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