Physical Navigation
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
While many Sports include physical movement, Orienteering is the prime example of one that also requires navigation. The navigation required in Geocaching relatively easy in contrast since GPS use is part of the activity. BotFighters, Pirates!, Treasure, and Uncle Roy All Around You are all games that rely less on making players move to specific locations but nevertheless require players to navigate in physical environments.
Quite naturally, Live Action Roleplaying Games such as Assassin, Dragonbane, and Trenne Byar require some level of Physical Navigation since they are played in large areas that players need to traverse.
Human PacMan re-interprets Pacman by making players embody all the characters and thereby force them to do Physical Navigation to play the game.
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
-
Stealth
Races
Real Life Activities Affect Game State
Real World Gameplay Spaces
Real World Knowledge Advantages
Pervasive Gameplay Ubiquitous Gameplay
Real World Gameplay Spaces Player-Artifact Proximity Player-Avatar Proximity Player-Location Proximity Player-Player Proximity
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 Physical Navigation 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.