Physical Navigation

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

While many Sports include physical movement, Orienteering is the prime example of one that also requires navigation. The navigation required in Geocaching relatively easy in contrast since GPS use is part of the activity. BotFighters, Pirates!, Treasure, and Uncle Roy All Around You are all games that rely less on making players move to specific locations but nevertheless require players to navigate in physical environments.

Quite naturally, Live Action Roleplaying Games such as Assassin, Dragonbane, and Trenne Byar require some level of Physical Navigation since they are played in large areas that players need to traverse.

Human PacMan re-interprets Pac-Man by making players embody all the characters and thereby force them to do Physical Navigation to play the game.

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Game World Exploration Game World Navigation


Pervasive Gameplay


Can Instantiate

Real Life Activities Affect Game State Real World Knowledge Advantages

Can Modulate

Movement, Races, Stealth

Can Be Instantiated By

Player-Artifact Proximity, Player-Avatar Proximity, Player-Location Proximity, Player-Player Proximity, Real World Gameplay Spaces

Can Be Modulated By

Player Physical Prowess

Possible Closure Effects

-

Potentially Conflicting With

-

History

Updated version of the pattern Physical Navigation first described in the report Game Design Patterns for Mobile Games[1].

References

  1. Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.