Difference between revisions of "Feelies"
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− | [[Category:Narration | + | [[Category:Narration Patterns]] |
''Physical props that are shipped with the games to strengthen the game experience.'' | ''Physical props that are shipped with the games to strengthen the game experience.'' | ||
Revision as of 10:42, 1 July 2015
Physical props that are shipped with the games to strengthen the game experience.
Games are typically designed to provide a certain type of experience regarding the game world or gameplay. One way this can be supported outside the game itself is through various props, Feelies, shipped with the games.
Wikipedia has a page describing feelies and GiantBomb has a list of games with Feelies.
Contents
Examples
Feelies were most common in Infocom games such as Planetfall and the Zork series. However, they are also packaged with some collector's editions of games, e.g. Dead Rising 2 and the Fallout 4 Pip-Boy Edition.
Using the pattern
The main design challenges associated with Feelies is the physical design of them but designing Feelies also have diegetic and narration aspects.
Red Herrings
Clues
Diegetic Consistency
Thematic Consistency
Diegetically Outstanding Features
Transmedia Games
Consequences
Feelies are basically a type of Props that exist outside the main medium of a game. While many times Feelies simply provide extra experiential value to a game, they sometimes also can help gameplay. One example of this is the map of the Underground Empire shipped together with Zork I which gives some hints to players.
Feelies can arguably be said to provide Extra-Game Broadcasting when they depict events that have taken place in the game world, e.g. the diary provided with Planetfall.
Relations
Can Instantiate
Extra-Game Broadcasting, Props
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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