Difference between revisions of "Artifact-Location Proximity"
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=== Examples === | === Examples === | ||
− | + | The movement of teams giant animal totems in [[ConQwest]] is an example of [[Artifcat-Location Proximity]]. In the Swedish LARP [[Kejsartemplet]] the placement of a magic stone in its receptacle removed the power from all wizards; this was implemented through sensing the stone's presence in the receptacle and relaying this electronically to bracelets worn by the wizards. | |
− | The movement of teams giant animal totems in [[ConQwest]] is an example of [[Artifcat-Location Proximity]]. | + | |
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− | [[Kejsartemplet]] | + | |
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== Using the pattern == | == Using the pattern == |
Revision as of 10:35, 13 August 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
The movement of teams giant animal totems in ConQwest is an example of Artifcat-Location Proximity. In the Swedish LARP Kejsartemplet the placement of a magic stone in its receptacle removed the power from all wizards; this was implemented through sensing the stone's presence in the receptacle and relaying this electronically to bracelets worn by the wizards.
Using the pattern
Can Modulate
Can Be Modulated By
Consequences
Artifact-Location Proximity quite often naturally combines with the Delivery pattern, and this is likely to cause Physical Navigation and Player-Location Proximity to become part of the gameplay.
Relations
Can Instantiate
-
with Delivery
Physical Navigation, Player-Location Proximity
Can Modulate
Can Be Instantiated By
-
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
-
History
Updated version of the pattern Artifact-Location Proximity 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
Johan Peitz