Difference between revisions of "Player-Player Proximity"
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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. | + | [[: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. |
− | [[ | + | 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. |
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− | [[Botfighers]] | + | Examples of such games include |
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− | [[Human Pacman]] | + | [[Botfighers]], |
− | + | [[Human Pacman]], | |
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[[Pirates!]] | [[Pirates!]] | ||
− | [[ | + | [[Treasure]], |
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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.
Contents
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,
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
- ↑ Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.
Acknowledgements
Johan Peitz