Difference between revisions of "Artifact-Location Proximity"

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=== Examples ===
 
=== Examples ===
[[ConQwest]]
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The movement of teams giant animal totems in [[ConQwest]] is an example of [[Artifcat-Location Proximity]].
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[[Kejsartemplet]]
 
[[Kejsartemplet]]
 
[[Momentum]]
 
[[Momentum]]

Revision as of 09:38, 13 August 2012

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.

Kejsartemplet Momentum

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