Difference between revisions of "Seamful Gameplay"

From gdp3
Jump to: navigation, search
Line 20: Line 20:
  
 
== Using the pattern ==
 
== Using the pattern ==
 +
The prime use of [[Seamful Gameplay]] is to make a virtue out of dead spots arising from supporting [[Player-Location Proximity]] with technologies that do not work everywhere. This means that the pattern is difficult to apply on games that have [[Ubiquitous Gameplay]].
 +
 +
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
Line 28: Line 31:
  
 
== Consequences ==
 
== Consequences ==
 +
Somewhat paradoxically, even if [[Seamful Gameplay]] cannot be added to games with [[Ubiquitous Gameplay]] it can make games have [[Ubiquitous Gameplay]] when they did not otherwise.
  
 
== Relations ==
 
== Relations ==
Line 35: Line 39:
 
[[Stealth]]
 
[[Stealth]]
  
volatile relation
+
=== Can Instantiate ===
 
[[Ubiquitous Gameplay]]
 
[[Ubiquitous Gameplay]]
 
=== Can Instantiate ===
 
  
 
==== with ... ====
 
==== with ... ====
Line 52: Line 54:
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
[[Ubiquitous Gameplay]]
  
 
== History ==
 
== History ==

Revision as of 08:06, 22 August 2012

Games where explicit knowledge of the coverage areas of underlying sensing technologies provide gameplay advantages.

This pattern is a still a stub.

Examples

Treasure

Can You See Me Now?

Using the pattern

The prime use of Seamful Gameplay is to make a virtue out of dead spots arising from supporting Player-Location Proximity with technologies that do not work everywhere. This means that the pattern is difficult to apply on games that have Ubiquitous Gameplay.


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Somewhat paradoxically, even if Seamful Gameplay cannot be added to games with Ubiquitous Gameplay it can make games have Ubiquitous Gameplay when they did not otherwise.

Relations

Game Mastery Gameplay Changes Perception of Real World Phenomena

Stealth

Can Instantiate

Ubiquitous Gameplay

with ...

Can Modulate

Player-Location Proximity

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Ubiquitous Gameplay

History

A pattern based upon the concept of seamful design which was introduced in the paper Gaming on the Edge: Using Seams in Ubicomp Games[1].

References

  1. Chalmers, M., Bell, M., Brown, B., Hall, M., Sherwood, S. & Tennen, P. (2005).Gaming on the Edge: Using Seams in Ubicomp Games. Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology.

Acknowledgements

-