Real World Gameplay Spaces
Games where the specifics of space that constitutes the gameplay space affects the gameplay.
In one sense all games require some space in the real world, even if it is through computers or other machines that enable them.
that the game space/game world is defined as a subsection of the real world
Contents
Examples
Blindfold Chess can be seen as a counter-example of Real World Gameplay Spaces since it does not require any space at all besides that which the people playing it would occupy anyway.
like Soccer and Ice Hockey
Category:Live Action Roleplaying Games
Using the pattern
Can Be Instantiated By
Alternate Reality Gameplay, Crossmedia Gameplay, Pervasive Gameplay, Ubiquitous Gameplay
Can Be Modulated By
Player-Artifact Proximity, Player-Location Proximity, Player-Player Proximity
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Games with Real World Gameplay Spaces typically have Events Timed to the Real World, either due to explicit design choices or because real-world events affect the gameplay and thereby become game events. When Game World Navigation is required, this creates Physical Navigation which can in turn be seen as an example of Events Timed to the Real World.
Further, Real World Gameplay Spaces is a prerequisite for Hybrid Gameplay Spaces.
Relations
Can Instantiate
Events Timed to the Real World, Hybrid Gameplay Spaces
Can Modulate
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Can Be Instantiated By
Alternate Reality Gameplay, Crossmedia Gameplay, Pervasive Gameplay, Ubiquitous Gameplay
Can Be Modulated By
Player-Artifact Proximity, Player-Location Proximity, Player-Player Proximity
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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