Difference between revisions of "Player-Player Proximity"
From gdp3
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== History == | == History == | ||
− | + | Updated version of the pattern ''Player-Player Proximity'' first described in the report ''Game Design Patterns for Mobile Games''<ref name="Davidsson2004"/>. | |
== References == | == References == | ||
<references> | <references> | ||
− | <ref name=" | + | <ref name="Davidsson2004">Davidsson, O., Peitz, J. & Björk, S. (2004). ''Game Design Patterns for Mobile Games''. Project report to Nokia Research Center, Finland.</ref> |
− | + | ||
</references> | </references> | ||
== Acknowledgements == | == Acknowledgements == | ||
Johan Peitz | Johan Peitz |
Revision as of 12:20, 23 January 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
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