Ubiquitous Gameplay
Gameplay which is possible in most locations and without requiring significant adjustments to these locations.
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Contents
Examples
Assassin
Using the pattern
There are two main issues to making it possible to take part of the gameplay of a game without limiting it to specific locations or setups. One concerns how to handle the presence or lack of presences of other players and the other concerns how to handle the need for technological platforms.
While the easiest way to
One is to avoid the use of technology and the other is to make use of mobile technology to enable this.
Another trichotomy, based on designers' intent to create games for exploratory, disruptive or commercial purposes, divide these games into ubicomp games, pervasive games, and ubiquitous games[1]). As this other trichotomy shows, Ubiquitous Gameplay shared and has overlapping characteristics with other classifications of gameplay, e.g. Alternate Reality Gameplay and Pervasive Gameplay, and game designers using one may benefit from consulting all of these.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ McGonigal, J. (2006). This Might Be a Game: Ubiquitous Play and Performance at the Turn of the Twenty-First Century. PhD thesis in performance studies, University of California.
Acknowledgements
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