Difference between revisions of "Player-Location Proximity"
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=== Examples === | === Examples === | ||
+ | While many [[:Category:Sports|Sports]] inherently make use of [[Player-Location Proximity]], [[Orienteering]] explicitly sets goals for players to position themselves at specific locations. | ||
− | [[ | + | [[Human PacMan]], [[GeoCaching]], [[Pirates!]], and [[SCVNGR]] rely on player movement and use technology to let people report in their locations to the game systems. [[Backseat Gaming]] also uses technology to locate players but is built to work for the passengers of a car rather than the driver. [[Uncle Roy All Around You]] also depends on players' location in the physical world, but let the players report their locations freely regardless of where they actually are. |
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− | [[Backseat Gaming]] | + | |
− | + | ||
== Using the pattern == | == Using the pattern == |
Revision as of 13:06, 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. The main exception to this is traditional sports. Those that make physical location has specific gameplay meaning when players approach or enter them make use of a Player-Location Proximity relation.
Contents
Examples
While many Sports inherently make use of Player-Location Proximity, Orienteering explicitly sets goals for players to position themselves at specific locations.
Human PacMan, GeoCaching, Pirates!, and SCVNGR rely on player movement and use technology to let people report in their locations to the game systems. Backseat Gaming also uses technology to locate players but is built to work for the passengers of a car rather than the driver. Uncle Roy All Around You also depends on players' location in the physical world, but let the players report their locations freely regardless of where they actually are.
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Activity Blending, Encouraged Return Visits, Gameplay Changes Perception of Real World Phenomena, Pervasive Gameplay, Physical Navigation, Races, Real World Knowledge Advantages, Strategic Locations, Traverse
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