Real World Gameplay Spaces

From gdp3
Revision as of 12:43, 10 April 2012 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

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

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.

Sports

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

with Game World Navigation

Physical Navigation

Can Modulate

-

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

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-