Difference between revisions of "Player-Player Proximity"

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(Examples)
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=== Examples ===
 
=== Examples ===
[[:Category:Sports]] where several participants compete simultaneously and can affect each other, e.g. [[Soccer]], [[Basketball]], [[Boxing]], depend on [[Player-Player Proximity]]. Likewise, [[Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] such as [[1942 – Noen å stole på]], [[Conspiracy for Good]], and [[Momentum]], rely on [[Player-Player Proximity]] since players wish to have face-to-face interaction when roleplaying.
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[[:Category:Sports]] where several participants compete simultaneously and can affect each other, e.g. [[Soccer]], [[Basketball]], [[Boxing]], depend on [[Player-Player Proximity]]. Likewise, [[Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] such as [[1942 – Noen å stole på]], [[Conspiracy for Good]], and [[Momentum]], rely on [[Player-Player Proximity]] since players wish to have face-to-face interaction when roleplaying. [[Assassin]] and children's games such as [[Hide-and-Seek]] also make being close to other players a factor of gameplay.  
  
[[Tamagochi Connection]]
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Another type of [[Player-Player Proximity]] exist in games where players do not have to have actual physical interaction but technology requires them to be close.
[[Mogi Mogi]]
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[[Botfighers]]
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Examples of such games include
[[Pacman must die]]
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[[Human Pacman]]
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[[Botfighers]],
[[Kejsartemplet]]
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[[Human Pacman]],
[[M.A.D. Countdown]]
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[[Songs of the North]]
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[[Pirates!]]
 
[[Pirates!]]
[[Cruel to be Kind]]
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[[Treasure]],
[[Assassin]]
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 +
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[[Pacman must die]]
  
 
== Using the pattern ==
 
== Using the pattern ==

Revision as of 14:04, 26 January 2012

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

This pattern is a still a stub.

Examples

Category:Sports where several participants compete simultaneously and can affect each other, e.g. Soccer, Basketball, Boxing, depend on Player-Player Proximity. Likewise, such as 1942 – Noen å stole på, Conspiracy for Good, and Momentum, rely on Player-Player Proximity since players wish to have face-to-face interaction when roleplaying. Assassin and children's games such as Hide-and-Seek also make being close to other players a factor of gameplay.

Another type of Player-Player Proximity exist in games where players do not have to have actual physical interaction but technology requires them to be close.

Examples of such games include

Botfighers, Human Pacman, Pirates! Treasure,


Pacman must die

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Extended Actions Real World Gameplay Spaces Pervasive Gameplay Player-Artifact Proximity Player-Avatar Proximity

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

Updated version of the pattern Player-Player 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