Crossmedia Gameplay

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Revision as of 09:47, 28 September 2011 by Staffan Björk (Talk | contribs) (Examples)

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Games that make use of several different media to provide one game instance.

While most games make use of only one medium or platform to make access to them depend only on needing to have access to that medium or platform, a few games make a point of being played through several. This Crossmedia Gameplay can be used to give specialized gameplay experiences at different points of game instances through varying the mediums used or be used to more easily intertwine gameplay with other activities, sometimes to the point where players can be confused what is part of a game and what is not.

Examples

Epidemic Menace is a game that describes itself as having Crossmedia Gameplay. In it, teams of players need to make use of a combination of mobile AR systems, traditional laptops, and the AIBO robot dog to solve a mystery. Alternate reality games such as Conspiracy for Good, I Love Bees, The Beast, and The Truth About Marika also typically make use of several different media, often web sites and phone systems.

To a lesser extent, games such as The Legend of Zelda: The Wind Waker, the Splinter Cell series (on the GameCube), and The Legend of Zelda: Four Swords Adventures provide Crossmedia Gameplay since these can make use of several different types screens. Similarly, Padracer and Scrabble™ Tile Rack can be seen as having some aspects of Crossmedia Gameplay since they use iPhones as subunits for games hosted on iPads.

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Alternate Reality Gameplay, Rabbit Hole Invitations, Real World Gameplay Spaces

Can Modulate

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Can Be Instantiated By

Auxiliary Game Screens, Connected Games

Can Be Modulated By

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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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