Difference between revisions of "Player-Location Proximity"

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[[Category:Stub]]
 
[[Category:Stub]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''The one-sentence "definition" that should be in italics.''
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''Game rules that depend on players being physically close to places.''
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While many games make the position of players' tokens and characters in the game worlds into important part of the gameplay, few make the actual position of the players themselves part of the game with the except of sports.
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
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== Relations ==
 
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
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[[Activity Blending]], [[Encouraged Return Visits]], [[Pervasive Gameplay]], [[Physical Navigation]], [[Real World Knowledge Advantages]]
==== with ... ====
+
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Real World Gameplay Spaces]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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-
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Self-Reported Positioning]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Decontextability]]
  
 
== History ==
 
== History ==
An updated version of the pattern ''...'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
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First full description of the pattern ''Player-Location Proximity'' first identified in the paper ''Understanding Pervasive Games through Gameplay Design Patterns''<ref name="Bjork2007"/>.
  
''or''
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== References ==
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<references>
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<ref name="Bjork2007">Björk, S. & Peitz, J. (2007). ''Understanding Pervasive Games through Gameplay Design Patterns''. Proceedings of DiGRA 2007 Conference.
  
New pattern created in this wiki.
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</references>
 
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== References ==
+
-
+
  
 
== Acknowledgements ==
 
== Acknowledgements ==

Revision as of 12:07, 23 January 2012

Game rules that depend on players being physically close to places.

While many games make the position of players' tokens and characters in the game worlds into important part of the gameplay, few make the actual position of the players themselves part of the game with the except of sports.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Activity Blending, Encouraged Return Visits, Pervasive Gameplay, Physical Navigation, Real World Knowledge Advantages

Can Modulate

Real World Gameplay Spaces

Can Be Instantiated By

-

Can Be Modulated By

Self-Reported Positioning

Possible Closure Effects

-

Potentially Conflicting With

Decontextability

History

First full description of the pattern Player-Location Proximity first identified in the paper Understanding Pervasive Games through Gameplay Design Patterns[1].

References

  1. Björk, S. & Peitz, J. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Proceedings of DiGRA 2007 Conference.

Acknowledgements