Difference between revisions of "Hybrid Gameplay Spaces"
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''Gameplay spaces that consist of a combination of both a real world space and a virtual or symbolic one.'' | ''Gameplay spaces that consist of a combination of both a real world space and a virtual or symbolic one.'' |
Revision as of 10:24, 11 April 2012
Gameplay spaces that consist of a combination of both a real world space and a virtual or symbolic one.
The gameplay space of most games tend to be define either in real world terms or symbolically. Those games that make this distinction difficult through having part of their gameplay spaces most easily understood in relation to the real world while having the other parts primarily understandable as an abstract ones have Hybrid Gameplay Spaces.
Contents
Examples
Using the pattern
Augmented Reality
Can Be Instantiated By
Can Be Modulated By
Configurable Gameplay Areas, Player-Avatar Proximity
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
The use of
Can Instantiate
Extra-Game Input, Pervasive Gameplay
Relations
Can Instantiate
Extra-Game Input, Pervasive Gameplay
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
-