Difference between revisions of "Player-Player Proximity"
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[Pervasive Gameplay]], | |
− | + | [[Physical Navigation]], | |
+ | [[Social Interaction]] | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Real World Gameplay Spaces]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Game Element Trading]] together with [[Player-Artifact Proximity]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Extended Actions]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
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== History == | == History == |
Revision as of 14:47, 26 January 2012
Game rules that depend on players being physically close to other players.
Spatial proximity is often a core part of game rules. For games where gameplay actions are directly done by players without any mediation the often translates into the case of Player-Player Proximity being an important factor in what can or cannot be done.
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 BotFighters, Human PacMan, Pirates!, and Treasure. Pacman must die provides a variant of this since here multiple mobile devices each contain part of the mediated game and players need to placed them appropriately to be able and move through the gameplay area.
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Pervasive Gameplay, Physical Navigation, Social Interaction
Can Modulate
Can Be Instantiated By
Game Element Trading together with Player-Artifact Proximity
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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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