Difference between revisions of "Seamful Gameplay"
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''Games where explicit knowledge of the coverage areas of underlying sensing technologies provide gameplay advantages.'' | ''Games where explicit knowledge of the coverage areas of underlying sensing technologies provide gameplay advantages.'' | ||
− | + | Technologies can be used to allow the location of players to be input to the game state. While lack of coverage by these technologies are easily seen as problems for game designs, [[Seamful Gameplay]] makes use of the unreliability and dead spots as features that can be exploited by players. | |
=== Examples === | === Examples === | ||
+ | [[Treasure]] makes use of GPS and WiFi to require players to move in and out of the detection areas of the two technologies are part of a treasure collecting game. | ||
− | + | The | |
− | + | of [[Can You See Me Now?]] | |
− | [[Can You See Me Now?]] | + | |
== Using the pattern == | == Using the pattern == | ||
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== History == | == History == | ||
− | A pattern based upon the concept of ''seamful design'' | + | A pattern based upon the concept of using ''seamful design'' in game design, first introduced in the paper ''Gaming on the Edge: Using Seams in Ubicomp Games''<ref name="chalmers"/>. |
== References == | == References == |
Revision as of 08:17, 22 August 2012
Games where explicit knowledge of the coverage areas of underlying sensing technologies provide gameplay advantages.
Technologies can be used to allow the location of players to be input to the game state. While lack of coverage by these technologies are easily seen as problems for game designs, Seamful Gameplay makes use of the unreliability and dead spots as features that can be exploited by players.
Contents
Examples
Treasure makes use of GPS and WiFi to require players to move in and out of the detection areas of the two technologies are part of a treasure collecting game.
The of Can You See Me Now?
Using the pattern
The prime use of Seamful Gameplay is to make a virtue out of dead spots arising from supporting Player-Location Proximity with technologies that do not work everywhere. This means that the pattern is difficult to apply on games that have Ubiquitous Gameplay.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Somewhat paradoxically, even if Seamful Gameplay cannot be added to games with Ubiquitous Gameplay it can make games have Ubiquitous Gameplay when they did not otherwise.
Relations
Game Mastery Gameplay Changes Perception of Real World Phenomena
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
A pattern based upon the concept of using seamful design in game design, first introduced in the paper Gaming on the Edge: Using Seams in Ubicomp Games[1].
References
- ↑ Chalmers, M., Bell, M., Brown, B., Hall, M., Sherwood, S. & Tennen, P. (2005).Gaming on the Edge: Using Seams in Ubicomp Games. Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology.
Acknowledgements
-