Real World Knowledge Advantages
From gdp3
Revision as of 11:26, 11 April 2012 by Staffan Björk (Talk | contribs)
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Can Be Instantiated By
Physical Navigation, Player-Location Proximity, Real World Gameplay Spaces
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Can Instantiate
Relations
Can Instantiate
Can Modulate
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Can Be Instantiated By
Physical Navigation, Player-Location Proximity, Real World Gameplay Spaces
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
Updated and renamed version of the pattern Extra Game Future Knowledge Advantage 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
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