Player-Player Proximity
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Revision as of 09:35, 26 January 2012 by Staffan Björk (Talk | contribs)
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Tamagochi Connection Mogi Mogi Botfighers Pacman must die Pacmanhattan Kejsartemplet Momentum 1942 – Noen å stole på M.A.D. Countdown Songs of the North Pirates! Cruel to be Kind Assassin
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Extended Actions Real World Gameplay Spaces Pervasive Gameplay Player-Artifact Proximity Player-Avatar Proximity
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
Updated version of the pattern Player-Player 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