Difference between revisions of "Real Life Activities Affect Game State"
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− | Implementing [[Real Life Activities Affect Game State]] consists of deciding which real world activities to use and how to measure or translate the activities to game state changes. While [[Game Masters]] or [[Umpires]] can let the input to the game state be qualitative and can change the mapping on the fly, technology-based systems can let games do their real world activities with a greater sense of privacy. [[Player-Location Proximity]], [[Player-Player Proximity]] and other similar patterns do not directly make [[Real Life Activities Affect Game State]] part of the gameplay of a game, but patterns related to it such as [[Physical Navigation]] and [[Player Physical Prowess]] can. | + | Implementing [[Real Life Activities Affect Game State]] consists of deciding which real world activities to use and how to measure or translate the activities to game state changes. While [[Game Masters]] or [[Umpires]] can let the input to the game state be qualitative and can change the mapping on the fly, technology-based systems can let games do their real world activities with a greater sense of privacy. [[Player-Location Proximity]], [[Player-Player Proximity]] and other similar patterns do not directly make [[Real Life Activities Affect Game State]] part of the gameplay of a game, but patterns related to it such as [[Physical Navigation]] and [[Player Physical Prowess]] can when they are consequences of real world activities. |
[[Real Life Activities Affect Game State]] can typically be created through [[Extra-Game Input]] together with [[Pervasive Gameplay]]. | [[Real Life Activities Affect Game State]] can typically be created through [[Extra-Game Input]] together with [[Pervasive Gameplay]]. |
Revision as of 09:28, 23 August 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
The energy usage in a household is the primary input to the game Power Explorer, indirectly causing the players' everyday behavior affect the game through how much electrical energy their activities use.
Zombies, Run! take the physical exercise players do when jogging as input, letting players be able to gather resources to be used in the zombie apocalypse the game takes place in.
Anti-Examples
The Rock Band series and Wii games such as Wii Sports are not examples of Real Life Activities Affect Game State even if they may cause players to become excited and exhausted. This since the activities performed are caricatures of certain real world activities rather than examples of the actual real world activities.
Using the pattern
Implementing Real Life Activities Affect Game State consists of deciding which real world activities to use and how to measure or translate the activities to game state changes. While Game Masters or Umpires can let the input to the game state be qualitative and can change the mapping on the fly, technology-based systems can let games do their real world activities with a greater sense of privacy. Player-Location Proximity, Player-Player Proximity and other similar patterns do not directly make Real Life Activities Affect Game State part of the gameplay of a game, but patterns related to it such as Physical Navigation and Player Physical Prowess can when they are consequences of real world activities.
Real Life Activities Affect Game State can typically be created through Extra-Game Input together with Pervasive Gameplay.
Interface Aspects
Using Real Life Activities Affect Game State typically require the use of some sensing technology or Dedicated Game Facilitators to observe the activities since requiring players to do this disrupts the activities (and fake input can be given).
Consequences
Real Life Activities Affect Game State is a form of Extra-Game Input, and one which makes Pervasive and Ubiquitous Gameplay possible. Since Real Life Activities Affect Game State rewards those good at certain real world activities, knowledge of how to do those activities is beneficial for gameplay. This leads to games having this pattern to be likely to also have Real World Knowledge Advantages. However, doing the activities with another purpose added may make players consider the activities in new ways, so the pattern can also give rise to Changes in Perception of Real World Phenomena due to Gameplay.
Real Life Activities Affect Game State is difficult to combine with Mimetic Interfaces since one patterns deals with making real world activities into gameplay actions while the other makes mimicking real world activities into gameplay actions.
Relations
Can Instantiate
Changes in Perception of Real World Phenomena due to Gameplay, Extra-Game Input, Pervasive Gameplay, Real World Knowledge Advantages, Ubiquitous Gameplay
Can Modulate
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Can Be Instantiated By
Game Masters, Physical Navigation, Player Physical Prowess, Umpires
Extra-Game Input together with Pervasive Gameplay
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
Updated version of the pattern Real Life Activities Affect Game State 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
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