Player-Artifact Proximity
The one-sentence "definition" that should be in italics.
Artifacts can either be physical ones or virtual ones that are somehow given a location in the physical space.
This pattern is a still a stub.
Contents
Examples
Geocaching Insectopia Mogi Mogi
Using the pattern
The artifacts used can be gameplay Tokens or gameplay Tools, so when using Player-Artifact Proximity one should take the design possibilities these have into consideration.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Player-Artifact Proximity makes the physical position of Tokens or Tools into a gameplay feature, and thereby modify these.
Can Modulate
Pervasive Gameplay, Physical Navigation
Can Instantiate
Relations
Can Instantiate
Game Element Trading Pervasive Gameplay, Physical Navigation
Can Modulate
Real World Gameplay Spaces, Tokens, Tools
Can Be Instantiated By
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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 Player-Artifact Proximity 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