Difference between revisions of "Artifact-Location Proximity"
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== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
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==== with [[Delivery]] ==== | ==== with [[Delivery]] ==== | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Possible Closure Effects === | === Possible Closure Effects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
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== History == | == History == |
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