Difference between revisions of "Player-Location Proximity"
From gdp3
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=== Examples === | === Examples === | ||
+ | |||
+ | Orienteering | ||
+ | |||
+ | Backseat Gaming | ||
+ | |||
== Using the pattern == | == Using the pattern == | ||
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== Relations == | == Relations == | ||
+ | [[Race]] | ||
+ | [[Traverse]] | ||
+ | [[Exploration]] | ||
+ | [[Strategic Locations]] | ||
+ | |||
+ | [[Gameplay Changes Perception of Real World Phenomena]] | ||
+ | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Activity Blending]], [[Encouraged Return Visits]], [[Pervasive Gameplay]], [[Physical Navigation]], [[Real World Knowledge Advantages]] | [[Activity Blending]], [[Encouraged Return Visits]], [[Pervasive Gameplay]], [[Physical Navigation]], [[Real World Knowledge Advantages]] |
Revision as of 12:30, 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
Orienteering
Backseat Gaming
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Race Traverse Exploration Strategic Locations
Gameplay Changes Perception of Real World Phenomena
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