Difference between revisions of "Player-Artifact Proximity"

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(Relations)
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== Relations ==
 
== Relations ==
[[Real World Gameplay Spaces]]
 
[[Pervasive Gameplay]]
 
[[Extra-Game Input]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Pervasive Gameplay]]
  
 
==== with ... ====
 
==== with ... ====
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Real World Gameplay Spaces]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 08:38, 25 January 2012

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

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Pervasive Gameplay

with ...

Can Modulate

Real World Gameplay Spaces

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

Updated version of the pattern Player-Artifact Proximity 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