Artifact-Location Proximity

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

The movement of teams giant animal totems in ConQwest is an example of Artifcat-Location Proximity. In the Swedish LARP Kejsartemplet the placement of a magic stone in its receptacle removed the power from all wizards; this was implemented through sensing the stone's presence in the receptacle and relaying this electronically to bracelets worn by the wizards.

Using the pattern

Can Modulate

Game Items, Tools

Can Be Modulated By

Extended Actions

Consequences

Artifact-Location Proximity quite often naturally combines with the Delivery pattern, and this is likely to cause Physical Navigation and Player-Location Proximity to become part of the gameplay.

Relations

Can Instantiate

-

with Delivery

Physical Navigation, Player-Location Proximity

Can Modulate

Game Items, Tools

Can Be Instantiated By

-

Can Be Modulated By

Extended Actions

Possible Closure Effects

-

Potentially Conflicting With

-

History

Updated version of the pattern Artifact-Location Proximity first described in the report Game Design Patterns for Mobile Games[1].

References

  1. Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.

Acknowledgements

Johan Peitz