Player-Player Proximity
The one-sentence "definition" that should be in italics.
Spatial proximity is often a core part of game rules. For games where gameplay actions are directly done by players without any mediation the often translates into the case of Player-Player Proximity being an important factor in what can or cannot be done.
Contents
Examples
Category:Sports where several participants compete simultaneously and can affect each other, e.g. Soccer, Basketball, Boxing, depend on Player-Player Proximity. Likewise, such as 1942 – Noen å stole på, Conspiracy for Good, and Momentum, rely on Player-Player Proximity since players wish to have face-to-face interaction when roleplaying. Assassin and children's games such as Hide-and-Seek also make being close to other players a factor of gameplay.
Another type of Player-Player Proximity exist in games where players do not have to have actual physical interaction but technology requires them to be close. Examples of such games include BotFighters, Human PacMan, Pirates!, and Treasure. Pacman must die provides a variant of this since here multiple mobile devices each contain part of the mediated game and players need to placed them appropriately to be able and move through the gameplay area.
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