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.''
  
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]],  
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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]], and this can both make it difficult to know when one is receiving information from the game and how one should actually affect them.  
 
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This pattern is a still a stub.
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=== Examples ===
 
=== Examples ===
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[[Diegetic Consistency]],  
 
[[Diegetic Consistency]],  
 
[[Imperfect Information]]
 
[[Imperfect Information]]
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[[Puzzle Solving]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Predefined Story Structures]],  
 
[[Predefined Story Structures]],  
 
[[Rabbit Hole Invitations]]
 
[[Rabbit Hole Invitations]]
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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[[Crossmedia Gameplay]],  
 
[[Crossmedia Gameplay]],  
 
[[Diegetic Consistency]],  
 
[[Diegetic Consistency]],  
[[Imperfect Information]]
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[[Imperfect Information]],
 +
[[Puzzle Solving]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 09:09, 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, and this can both make it difficult to know when one is receiving information from the game and how one should actually affect them.

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 Puzzle Solving

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, Puzzle Solving

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

  1. Wikipedia entry for Alternate Reality Games.

Acknowledgements

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