Difference between revisions of "Player Physical Prowess"

From gdp3
Jump to: navigation, search
(Using the pattern)
(Using the pattern)
Line 16: Line 16:
 
== Using the pattern ==
 
== Using the pattern ==
  
Specific ways of requiring [[Player Physical Prowess]] in games include using [[Dexterity-Based Actions]] (which are important in [[:Category:FPS Games|First-Person Shooters]] such as the [[Quake series|Quake]] and [[Doom series]]), strength tests (as in [[Weight Lifting]]), and endurance tests (as in for example [[Marathons]] and [[Ironman Triathlons]]). [[Time Limits]] can be used to restrict for how long players have to be able to maintain a certain activity and thereby the requirements of [[Player Physical Prowess]].  
+
Specific ways of requiring [[Player Physical Prowess]] in games include using [[Dexterity-Based Actions]] (which are important in [[:Category:FPS Games|First-Person Shooters]] such as the [[Quake series|Quake]] and [[Doom series]]), strength tests (as in [[Weightlifting]]), and endurance tests (as in for example [[Marathons]] and [[Ironman Triathlons]]). [[Time Limits]] can be used to restrict for how long players have to be able to maintain a certain activity and thereby the requirements of [[Player Physical Prowess]].  
  
 
Simply having [[Player-Location Proximity]] as part of a game may introduce requirements of [[Player Physical Prowess]] into a game if it is important who reaches the location first or it is important in which order players arrive there.  
 
Simply having [[Player-Location Proximity]] as part of a game may introduce requirements of [[Player Physical Prowess]] into a game if it is important who reaches the location first or it is important in which order players arrive there.  

Revision as of 10:27, 13 March 2012

Players abilities to perform physical activities are used to determine the outcome of a game.

This pattern is a still a stub.

Examples

Sports such as Soccer, Decathlon, and Marathons are examples of games where different types of Player Physical Prowess are critical to how well one can participate.

Using the pattern

Specific ways of requiring Player Physical Prowess in games include using Dexterity-Based Actions (which are important in First-Person Shooters such as the Quake and Doom series), strength tests (as in Weightlifting), and endurance tests (as in for example Marathons and Ironman Triathlons). Time Limits can be used to restrict for how long players have to be able to maintain a certain activity and thereby the requirements of Player Physical Prowess.

Simply having Player-Location Proximity as part of a game may introduce requirements of Player Physical Prowess into a game if it is important who reaches the location first or it is important in which order players arrive there.

Interface Aspects

Quite obviously, games using Player Physical Prowess needs some way of measuring the players' physical activities. This can either be through letting the players physical interact with the game system or through having sensors that measure their activities.

Consequences

Can Instantiate

Extra-Game Consequences, Game Mastery, Real Life Activities Affect Game State

Can Modulate

Physical Navigation

Potentially Conflicting With

Decontextability

Relations

Can Instantiate

Extra-Game Consequences, Game Mastery, Real Life Activities Affect Game State

Can Modulate

Physical Navigation

Can Be Instantiated By

Dexterity-Based Actions, Player-Location Proximity

Can Be Modulated By

Time Limits

Possible Closure Effects

-

Potentially Conflicting With

Decontextability

History

Updated version of the pattern Player Physical Prowess 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

-