Difference between revisions of "Artifact-Location Proximity"
Line 1: | Line 1: | ||
[[Category:Patterns]] | [[Category:Patterns]] | ||
+ | [[Category:Pervasive Patterns]] | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
[[Category:Needs revision]] | [[Category:Needs revision]] | ||
Line 5: | Line 6: | ||
[[Category:Needs references]] | [[Category:Needs references]] | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
− | |||
[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] | ||
''The one-sentence "definition" that should be in italics.'' | ''The one-sentence "definition" that should be in italics.'' | ||
− | + | Many games have bringing items to specific locations as conditions for gameplay events. While this is in many cases done with both items and locations that are either fictional or virtual, it may also be done with physical ones. The pattern [[Artifact-Location Proximity]] signifies when technology checks whether these types of condition are met for physical items and locations. | |
=== Examples === | === Examples === | ||
Line 15: | Line 15: | ||
== Using the pattern == | == Using the pattern == | ||
+ | |||
=== Can Modulate === | === Can Modulate === | ||
Line 20: | Line 21: | ||
[[Tools]] | [[Tools]] | ||
− | + | [[Artifact-Location Proximity]] can require [[Extended Actions]] to trigger either the condition of entering or leaving the proximity of a location. This may be to control player actions (not being able to leave with the artifact immediately or having a chance of returning it shortly after it has been removed). It also provides a safeguard if the sensing technology used is deemed a bit unreliable. | |
− | [[Extended Actions]] | + | |
== Consequences == | == Consequences == | ||
Line 27: | Line 27: | ||
== Relations == | == Relations == | ||
+ | [[Game Masters]] | ||
+ | |||
+ | |||
=== Can Instantiate === | === Can Instantiate === | ||
- | - |
Revision as of 11:00, 13 August 2012
The one-sentence "definition" that should be in italics.
Many games have bringing items to specific locations as conditions for gameplay events. While this is in many cases done with both items and locations that are either fictional or virtual, it may also be done with physical ones. The pattern Artifact-Location Proximity signifies when technology checks whether these types of condition are met for physical items and locations.
Contents
Examples
The movement of teams giant animal totems in ConQwest is an example of Artifcat-Location Proximity. In the Swedish LARP Kejsartemplet the placement of a magic stone in its receptacle removed the power from all wizards; this was implemented through sensing the stone's presence in the receptacle and relaying this electronically to bracelets worn by the wizards.
Using the pattern
Can Modulate
Artifact-Location Proximity can require Extended Actions to trigger either the condition of entering or leaving the proximity of a location. This may be to control player actions (not being able to leave with the artifact immediately or having a chance of returning it shortly after it has been removed). It also provides a safeguard if the sensing technology used is deemed a bit unreliable.
Consequences
Artifact-Location Proximity quite often naturally combines with the Delivery pattern, and this is likely to cause Physical Navigation and Player-Location Proximity to become part of the gameplay.
Relations
Can Instantiate
-
with Delivery
Physical Navigation, Player-Location Proximity
Can Modulate
Can Be Instantiated By
-
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
-
History
Updated version of the pattern Artifact-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