Real Life Activities Affect Game State
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.
Zombie Run
Anti-Examples
Using the pattern
Player-Location Proximity does not directly make Real Life Activities Affect Game State part of the gameplay of a game, but
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Changes in Perception of Real World Phenomena due to Gameplay, Extra-Game Input, Pervasive Gameplay, Ubiquitous Gameplay
Can Modulate
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Can Be Instantiated By
Physical Navigation, Player Physical Prowess
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
An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design[1].
or
New pattern created in this wiki.
References
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Acknowledgements
- ↑ Cite error: Invalid
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