Difference between revisions of "Player-Location Proximity"
From gdp3
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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 === | ||
− | + | [[Activity Blending]], [[Encouraged Return Visits]], [[Pervasive Gameplay]], [[Physical Navigation]], [[Real World Knowledge Advantages]] | |
− | + | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Real World Gameplay Spaces]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | - | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Self-Reported Positioning]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Decontextability]] | ||
== History == | == History == | ||
− | + | First full description of the pattern ''Player-Location Proximity'' first identified in the paper ''Understanding Pervasive Games through Gameplay Design Patterns''<ref name="Bjork2007"/>. | |
− | '' | + | == References == |
+ | <references> | ||
+ | <ref name="Bjork2007">Björk, S. & Peitz, J. (2007). ''Understanding Pervasive Games through Gameplay Design Patterns''. Proceedings of DiGRA 2007 Conference. | ||
− | + | </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.
Contents
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
Can Be Instantiated By
-
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
History
First full description of the pattern Player-Location Proximity first identified in the paper Understanding Pervasive Games through Gameplay Design Patterns[1].
References
- ↑ Björk, S. & Peitz, J. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Proceedings of DiGRA 2007 Conference.