Difference between revisions of "Artifact-Location Proximity"
From gdp3
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== Using the pattern == | == Using the pattern == | ||
− | === | + | === Can Modulate === |
+ | [[Tools]] | ||
− | === | + | === Can Be Modulated By === |
− | + | [[Extended Actions]] | |
− | + | ||
== Consequences == | == Consequences == | ||
+ | [[Artifact-Location Proximity]] quite often naturally combines with the [[Delivery]] pattern, and this is likely to cause [[Physical Navigation]] and [[Player-Location Proximity]] to become part of the gameplay. | ||
== Relations == | == Relations == | ||
− | |||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
==== with [[Delivery]] ==== | ==== with [[Delivery]] ==== | ||
+ | [[Physical Navigation]], | ||
[[Player-Location Proximity]] | [[Player-Location Proximity]] | ||
Revision as of 14:31, 15 June 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
ConQwest Kejsartemplet Momentum
Using the pattern
Can Modulate
Can Be Modulated By
Consequences
Artifact-Location Proximity quite often naturally combines with the Delivery pattern, and this is likely to cause Physical Navigation and Player-Location Proximity to become part of the gameplay.
Relations
Can Instantiate
with Delivery
Physical Navigation, Player-Location Proximity
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
Updated version of the pattern Artifact-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