Difference between revisions of "Artifact-Location Proximity"

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''The one-sentence "definition" that should be in italics.''
 
''The one-sentence "definition" that should be in italics.''
  
This pattern is a still a stub.
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Many games have bringing items to specific locations as conditions for gameplay events. While this is in many cases done with both items and locations that are either fictional or virtual, it may also be done with physical ones. The pattern [[Artifact-Location Proximity]] signifies when technology checks whether these types of  condition are met for physical items and locations.
  
 
=== Examples ===
 
=== Examples ===
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== Using the pattern ==
 
== Using the pattern ==
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=== Can Modulate ===
 
=== Can Modulate ===
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[[Tools]]
 
[[Tools]]
  
=== Can Be Modulated By ===
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[[Artifact-Location Proximity]] can require [[Extended Actions]] to trigger either the condition of entering or leaving the proximity of a location. This may be to control player actions (not being able to leave with the artifact immediately or having a chance of returning it shortly after it has been removed). It also provides a  safeguard if the sensing technology used is deemed a bit unreliable.
[[Extended Actions]]
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== Consequences ==
 
== Consequences ==
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== Relations ==
 
== Relations ==
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[[Game Masters]]
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
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Revision as of 11:00, 13 August 2012

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

Many games have bringing items to specific locations as conditions for gameplay events. While this is in many cases done with both items and locations that are either fictional or virtual, it may also be done with physical ones. The pattern Artifact-Location Proximity signifies when technology checks whether these types of condition are met for physical items and locations.

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

Artifact-Location Proximity can require Extended Actions to trigger either the condition of entering or leaving the proximity of a location. This may be to control player actions (not being able to leave with the artifact immediately or having a chance of returning it shortly after it has been removed). It also provides a safeguard if the sensing technology used is deemed a bit unreliable.

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

Game Masters


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