Difference between revisions of "Player-Avatar Proximity"

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== Using the pattern ==
 
== Using the pattern ==
 +
=== Can Be Modulated By ===
 +
[[Extended Actions]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
  
== Relations ==
+
=== Can Instantiate ===
[[Privileged Movement]]
+
[[Orthogonal Differentiation]],
[[Hybrid Spaces]]
+
[[Privileged Movement]],
 +
[[Replayability]],
 
[[Social Interaction]]
 
[[Social Interaction]]
  
[[Orthogonal Differentiation]]
+
=== Can Modulate ===
[[Replayability]]
+
[[Hybrid Spaces]],
 
+
[[Real World Gameplay Spaces]]
  
 +
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
+
[[Orthogonal Differentiation]],
==== with ... ====
+
[[Privileged Movement]],
 +
[[Replayability]],
 +
[[Social Interaction]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Hybrid Spaces]],
 
[[Real World Gameplay Spaces]]
 
[[Real World Gameplay Spaces]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
-
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
-
  
 +
== History ==
 
Updated version of the pattern ''Player-Avatar Proximity'' first described in the paper ''Understanding Pervasive Games through Gameplay Design Patterns''<ref name="Peitz"/>.
 
Updated version of the pattern ''Player-Avatar Proximity'' first described in the paper ''Understanding Pervasive Games through Gameplay Design Patterns''<ref name="Peitz"/>.
  

Revision as of 08:44, 26 January 2012

Game rules that depend on players being physically close to avatars.

Being close to other players is important in games where players physically enact gameplay action, e.g. Live Action Roleplaying Games and Sports. Likewise, games the proximity to other avatars is usually important in games that take place in virtual environments, for example Fighting Games, FPS Games, and Massively Multiplayer Online Games. However, a less common case is when the physical location of one player and the virtual location of another player's avatar is important to gameplay. This Player-Avatar Proximity feature can only occur in games where players locations are mapped to virtual environment (or vice versa) but then gives players an additional level of complexity of spatial relations.

Examples

The pervasive game Can You See Me Now? pitches group of players navigating real world environments against individual ones that move their avatars on a game map of the real world environment. Through GPS devices the locations of the first group is positioned on the map and the group can use this to catch the individual players by coming close to their avatars.

Uncle Roy All Around You is a co-operative game where a player navigating the real world can team up with one navigating a virtual one to complete tasks.

Using the pattern

Can Be Modulated By

Extended Actions

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Can Instantiate

Orthogonal Differentiation, Privileged Movement, Replayability, Social Interaction

Can Modulate

Hybrid Spaces, Real World Gameplay Spaces

Relations

Can Instantiate

Orthogonal Differentiation, Privileged Movement, Replayability, Social Interaction

Can Modulate

Hybrid Spaces, Real World Gameplay Spaces

Can Be Instantiated By

-

Can Be Modulated By

Extended Actions

Possible Closure Effects

-

Potentially Conflicting With

-

History

Updated version of the pattern Player-Avatar Proximity first described in the paper Understanding Pervasive Games through Gameplay Design Patterns[1].

References

  1. Peitz, J. & Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.

Acknowledgements

Johan Peitz