Difference between revisions of "Player-Artifact Proximity"
From gdp3
(→Relations) |
|||
Line 8: | Line 8: | ||
[[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.'' | ||
+ | |||
+ | |||
+ | Artifacts can either be physical ones or virtual ones that are somehow given a location in the physical space. | ||
This pattern is a still a stub. | This pattern is a still a stub. | ||
=== Examples === | === Examples === | ||
+ | |||
+ | [[Geocaching]] | ||
+ | [[Insectopia]] | ||
+ | [[Mogi Mogi]] | ||
== Using the pattern == | == Using the pattern == | ||
Line 24: | Line 31: | ||
== Relations == | == Relations == | ||
+ | [[Physical Navigation]] | ||
+ | [[Game Element Trading]] | ||
+ | [[Collection]] | ||
+ | [[Tokens]] | ||
+ | [[Tools]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 08:43, 25 January 2012
The one-sentence "definition" that should be in italics.
Artifacts can either be physical ones or virtual ones that are somehow given a location in the physical space.
This pattern is a still a stub.
Contents
Examples
Geocaching Insectopia Mogi Mogi
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Physical Navigation Game Element Trading Collection Tokens Tools
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-Artifact 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