Difference between revisions of "Real Life Activities Affect Game State"
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[[Player-Location Proximity]] does not directly make [[Real Life Activities Affect Game State]] part of the gameplay of a game, but | [[Player-Location Proximity]] does not directly make [[Real Life Activities Affect Game State]] part of the gameplay of a game, but | ||
+ | |||
+ | === Can Instantiate === | ||
+ | [[Changes in Perception of Real World Phenomena due to Gameplay]], | ||
+ | [[Extra-Game Input]], | ||
+ | [[Pervasive Gameplay]], | ||
+ | [[Ubiquitous Gameplay]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | - | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Physical Navigation]], | ||
+ | [[Player Physical Prowess]] | ||
+ | |||
+ | [[Extra-Game Input]] together with [[Pervasive Gameplay]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | |||
+ | === Possible Closure Effects === | ||
+ | - | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Mimetic Interfaces]] | ||
Line 37: | Line 60: | ||
== Consequences == | == Consequences == | ||
− | + | Since [[Real Life Activities Affect Game State]] rewards those good at certain real world activities, knowledge of how to do those activities is beneficial for gameplay. This leads to games having this pattern to be likely to also have [[Real World Knowledge Advantages]]. | |
− | [[Real World Knowledge Advantages]] | + | |
+ | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Changes in Perception of Real World Phenomena due to Gameplay]], | [[Changes in Perception of Real World Phenomena due to Gameplay]], | ||
[[Extra-Game Input]], | [[Extra-Game Input]], | ||
[[Pervasive Gameplay]], | [[Pervasive Gameplay]], | ||
+ | [[Real World Knowledge Advantages]], | ||
[[Ubiquitous Gameplay]] | [[Ubiquitous Gameplay]] | ||
Revision as of 08:12, 23 August 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
The energy usage in a household is the primary input to the game Power Explorer, indirectly causing the players' everyday behavior affect the game through how much electrical energy their activities use.
Anti-Examples
rock band
wii games
Using the pattern
Player-Location Proximity does not directly make Real Life Activities Affect Game State part of the gameplay of a game, but
Can Instantiate
Changes in Perception of Real World Phenomena due to Gameplay, Extra-Game Input, Pervasive Gameplay, Ubiquitous Gameplay
Can Modulate
-
Can Be Instantiated By
Physical Navigation, Player Physical Prowess
Extra-Game Input together with Pervasive Gameplay
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Since Real Life Activities Affect Game State rewards those good at certain real world activities, knowledge of how to do those activities is beneficial for gameplay. This leads to games having this pattern to be likely to also have Real World Knowledge Advantages.
Relations
Can Instantiate
Changes in Perception of Real World Phenomena due to Gameplay, Extra-Game Input, Pervasive Gameplay, Real World Knowledge Advantages, Ubiquitous Gameplay
Can Modulate
-
Can Be Instantiated By
Physical Navigation, Player Physical Prowess
Extra-Game Input together with Pervasive Gameplay
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
History
Updated version of the pattern Real Life Activities Affect Game State 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
-