Extra-Game Input
From gdp3
Revision as of 09:46, 24 January 2012 by Staffan Björk (Talk | contribs)
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
4 Minutes and 33 Seconds of Uniqueness
Insectopia
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Pervasive Gameplay Reasonable Waiting Times Artifact-Artifact Proximity Hybrid Spaces
Pervasive Gameplay Real Life Activities Affect Game State
Game Element Insertion Ephemeral Events Events Timed to the Real World Cooldown Handles Ubiquitous Gameplay
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
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