Difference between revisions of "Physical Navigation"
From gdp3
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== Relations == | == Relations == | ||
+ | [[Stealth]] | ||
+ | [[Races]] | ||
+ | [[Real Life Activities Affect Game State]] | ||
+ | [[Real World Gameplay Spaces]] | ||
+ | [[Real World Knowledge Advantages]] | ||
+ | |||
+ | [[Pervasive Gameplay]] | ||
+ | [[Ubiquitous Gameplay]] | ||
+ | |||
[[Player Physical Prowess]] | [[Player Physical Prowess]] | ||
− | [[Real World Gameplay Spaces | + | [[Real World Gameplay Spaces]] |
[[Player-Artifact Proximity]] | [[Player-Artifact Proximity]] | ||
[[Player-Avatar Proximity]] | [[Player-Avatar Proximity]] |
Revision as of 14:57, 27 January 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Geocaching Pirates! Treasure Pacman must die BotFighters
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Stealth Races Real Life Activities Affect Game State Real World Gameplay Spaces Real World Knowledge Advantages
Pervasive Gameplay Ubiquitous Gameplay
Real World Gameplay Spaces Player-Artifact Proximity Player-Avatar Proximity Player-Location Proximity Player-Player Proximity
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 Physical Navigation 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.