Difference between revisions of "Real World Gameplay Spaces"

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== Consequences ==
 
== Consequences ==
[[Events Timed to the Real World]]
 
  
[[Game World Navigation]]
 
 
[[Game World Exploration]]
 
[[Game World Exploration]]
 
[[Physical Navigation]]
 
  
 
== Relations ==
 
== Relations ==
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Events Timed to the Real World]],
 
[[Hybrid Gameplay Spaces]]
 
[[Hybrid Gameplay Spaces]]
  
==== with ... ====
+
==== with [[Game World Navigation]] ====
 +
[[Physical Navigation]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===

Revision as of 12:04, 14 March 2012

...

This pattern is a still a stub.

that the game space/game world is defined as a subsection of the real world

Examples

In one sense all games require some space in the real world, even if it is through computers or other machines that enable them.


Sports

like Soccer and Ice Hockey

Category:Live Action Roleplaying Games


Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Game World Exploration

Relations

Can Instantiate

Events Timed to the Real World, Hybrid Gameplay Spaces

with Game World Navigation

Physical Navigation

Can Modulate

Can Be Instantiated By

Alternate Reality Gameplay, Crossmedia Gameplay, Pervasive Gameplay, Ubiquitous Gameplay

Can Be Modulated By

Player-Artifact Proximity, Player-Location Proximity, Player-Player Proximity

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

-