Extra-Game Input
Affects on game states that are neither internal nor from players.
This pattern is a still a stub.
Contents
Examples
4 Minutes and 33 Seconds of Uniqueness
Insectopia
Using the pattern
Can Be Instantiated By
Artifact-Artifact Proximity, Game Element Insertion, Hybrid Spaces, Non-Player Help, Pervasive Gameplay, Purchasable Game Advantages, Ubiquitous Gameplay
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Can Instantiate
Extra-Game Actions, Events Timed to the Real World, Handles
with Activity Blending
Real Life Activities Affect Game State
Can Modulate
Encouraged Return Visits, Pervasive Gameplay, Ubiquitous Gameplay
Relations
Can Instantiate
Extra-Game Actions, Events Timed to the Real World, Handles
with Activity Blending
Real Life Activities Affect Game State
Can Modulate
Encouraged Return Visits, Pervasive Gameplay, Ubiquitous Gameplay
Can Be Instantiated By
Artifact-Artifact Proximity, Game Element Insertion, Hybrid Spaces, Non-Player Help, Pervasive Gameplay, Purchasable Game Advantages, Ubiquitous Gameplay
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
Updated version of the pattern Extra-Game Input 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