Difference between revisions of "Category:Staffan's current workpage"

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Just a simple category to help keep track of which page [[User:Staffan Björk|Staffan Björk]] is working on.
 
Just a simple category to help keep track of which page [[User:Staffan Björk|Staffan Björk]] is working on.
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[[Communication Channels]]
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[[Memorabilia]]
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[[Mediated Gameplay]]
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[[Chat Forums]]
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[[Coupled Games]]
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[[Social Rewards]]
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[[Configurable Gameplay Area]]
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[[Interruptibility]]
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 +
[[Game Element Trading]]
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 +
[[Hybrid Spaces]]
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 +
[[Social Skills]]
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 +
[[Real Life Activities Affect Game State]]
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 +
[[Asynchronous Collaborative Actions]]
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[[Negotiable Play Sessions]]
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[[Negotiable Game Sessions]]
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[[Negotiable Game Instance Duration]]
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[[Negotiable Game Time]]
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[[Activity Blending]]
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[[Social Roles]]
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[[Connected Games]] (from Johan's master thesis; Chao Adventure 1 + 2 with Sonic Adventure 1 + 2 for the VMU / DC, also Zombie Revenge and Quake III Arena to unlock cheat codes; Skies of Arcadia + Pinta's Quest)
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 +
[[Actor Detachment]]
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 +
[[Artifact-Artifact Proximity]]
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 +
[[Artifact-Location Proximity]]
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[[Configurable Gameplay Area]]
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[[Critical Gameplay Design]]
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[[Decontextability]]
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[[Extra-Game Input]]
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[[Gameplay Changes Perception of Real World Phenomena]]
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[[Minimalized Social Weight]]
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[[Physical Navigation]]
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[[Player Physical Prowess]]
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[[Player-Artifact Proximity]]
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[[Player-Avatar Proximity]]
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[[Player-Location Proximity]]
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[[Player-Player Proximity]]
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 +
[[Real Life Activities Affect Game State]]
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 +
[[Real World Knowledge Advantages]]
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[[Seamful Gameplay]]
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[[Self-Reported Positioning]]
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[[Social Adaptability]]
  
 
== ToDos ==
 
== ToDos ==

Revision as of 10:51, 20 January 2012

Just a simple category to help keep track of which page Staffan Björk is working on.

Communication Channels

Memorabilia

Mediated Gameplay

Chat Forums

Coupled Games

Social Rewards

Configurable Gameplay Area

Interruptibility

Game Element Trading

Hybrid Spaces

Social Skills

Real Life Activities Affect Game State

Asynchronous Collaborative Actions

Negotiable Play Sessions

Negotiable Game Sessions

Negotiable Game Instance Duration

Negotiable Game Time

Activity Blending

Social Roles

Connected Games (from Johan's master thesis; Chao Adventure 1 + 2 with Sonic Adventure 1 + 2 for the VMU / DC, also Zombie Revenge and Quake III Arena to unlock cheat codes; Skies of Arcadia + Pinta's Quest)

Actor Detachment

Artifact-Artifact Proximity

Artifact-Location Proximity

Configurable Gameplay Area

Critical Gameplay Design

Decontextability

Extra-Game Input

Gameplay Changes Perception of Real World Phenomena

Minimalized Social Weight

Physical Navigation

Player Physical Prowess

Player-Artifact Proximity

Player-Avatar Proximity

Player-Location Proximity

Player-Player Proximity

Real Life Activities Affect Game State

Real World Knowledge Advantages

Seamful Gameplay

Self-Reported Positioning

Social Adaptability

ToDos

for Aim & Shoot

  • Add Duck Hunt for NES (and other such games, and thank Johan Wingård)

for Grinding (via Christian Klinton)

for Levels

  • Dormans work on action-adventure games
  • Milam and Seif El Nasr
  • reference to Larsen's design patterns

Potential patterns

  • Companion Quests - suggested by Mark Childs

Tools

Gameplay Design Pattern Template, Shortened

tyda.se

wikipedia

Subcategories

This category has only the following subcategory.