Difference between revisions of "Extra-Game Input"

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(Relations)
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== Relations ==
 
== Relations ==
[[Pervasive Gameplay]]
+
=== Can Instantiate ===
[[Reasonable Waiting Times]]
+
[[Extra-Game Actions]],
[[Artifact-Artifact Proximity]]
+
[[Events Timed to the Real World]],
[[Hybrid Spaces]]
+
[[Handles]]
  
[[Pervasive Gameplay]]
+
==== with [[Activity Blending]] ====
 
[[Real Life Activities Affect Game State]]
 
[[Real Life Activities Affect Game State]]
  
[[Purchasable Game Advantages]]
+
=== Can Modulate ===
 
+
[[Encouraged Return Visits]],
[[Encouraged Return Visits]]
+
[[Pervasive Gameplay]],
 
+
[[Game Element Insertion]]
+
[[Ephemeral Events]]
+
[[Events Timed to the Real World]]
+
[[Cooldown]]
+
[[Handles]]
+
 
[[Ubiquitous Gameplay]]
 
[[Ubiquitous Gameplay]]
 
=== Can Instantiate ===
 
 
==== with ... ====
 
 
=== Can Modulate ===
 
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Artifact-Artifact Proximity]],
 +
[[Game Element Insertion]],
 +
[[Hybrid Spaces]],
 +
[[Non-Player Help]],
 +
[[Pervasive Gameplay]],
 +
[[Purchasable Game Advantages]],
 +
[[Ubiquitous Gameplay]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
-
  
 
== History ==
 
== History ==

Revision as of 10:57, 24 January 2012

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Animal Crossing

FarmVille

CityVille

Boktai


4 Minutes and 33 Seconds of Uniqueness Insectopia


Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Extra-Game Actions, Events Timed to the Real World, Handles

with Activity Blending

Real Life Activities Affect Game State

Can Modulate

Encouraged Return Visits, Pervasive Gameplay, Ubiquitous Gameplay

Can Be Instantiated By

Artifact-Artifact Proximity, Game Element Insertion, Hybrid Spaces, Non-Player Help, Pervasive Gameplay, Purchasable Game Advantages, Ubiquitous Gameplay

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

Updated version of the pattern Extra-Game Input first described in the report Game Design Patterns for Mobile Games[1].

References

  1. Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.

Acknowledgements

Johan Peitz