Difference between revisions of "Player-Avatar Proximity"
From gdp3
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Extended Actions]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | Updated version of the pattern ''Player-Location Proximity'' first described in the report ''Game Design Patterns for Mobile Games''<ref name="Davidsson2004"/>. | |
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== References == | == References == | ||
− | + | <references> | |
+ | <ref name="Davidsson2004">Davidsson, O., Peitz, J. & Björk, S. (2004). ''Game Design Patterns for Mobile Games''. Project report to Nokia Research Center, Finland.</ref> | ||
+ | </references> | ||
== Acknowledgements == | == Acknowledgements == | ||
+ | Johan Peitz |
Revision as of 08:06, 26 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
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
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