Difference between revisions of "Hybrid Gameplay Spaces"
From gdp3
(→Relations) |
|||
Line 28: | Line 28: | ||
== Relations == | == Relations == | ||
+ | === Can Instantiate === | ||
+ | [[Extra-Game Input]], | ||
[[Pervasive Gameplay]] | [[Pervasive Gameplay]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==== with ... ==== | ==== with ... ==== | ||
Line 45: | Line 40: | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Configurable Gameplay Areas]], | ||
[[Player-Avatar Proximity]] | [[Player-Avatar Proximity]] | ||
Revision as of 13:52, 10 April 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Human PacMan Boktai (?)
Using the pattern
Augmented Reality
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Extra-Game Input, Pervasive Gameplay
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Configurable Gameplay Areas, Player-Avatar Proximity
Possible Closure Effects
Potentially Conflicting With
History
Updated and renamed version of the pattern Hybrid Spaces 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
-