Difference between revisions of "Player-Location Proximity"
From gdp3
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== History == | == History == | ||
− | + | Updated version of the pattern ''Player-Location Proximity'' first described in the report ''Game Design Patterns for Mobile Games''<ref name="Davidsson2004"/>. | |
== References == | == References == | ||
<references> | <references> | ||
− | <ref name=" | + | <ref name="Davidsson2004">Davidsson, O., Peitz, J. & Björk, S. (2004). ''Game Design Patterns for Mobile Games''. Project report to Nokia Research Center, Finland.</ref> |
− | + | ||
</references> | </references> | ||
== Acknowledgements == | == Acknowledgements == | ||
Johan Peitz | Johan Peitz |
Revision as of 12:19, 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
Updated version of the pattern Player-Location Proximity first described in the report Game Design Patterns for Mobile Games[1].
References
- ↑ Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.
Acknowledgements
Johan Peitz