Crossmedia Gameplay

From gdp3
Revision as of 09:42, 28 September 2011 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

Games that make use of several different media to provide one game instance.

While most games make use of only one medium or platform to make access to them depend only on needing to have access to that medium or platform, a few games make a point of being played through several. This Crossmedia Gameplay can be used to give specialized gameplay experiences at different points of game instances through varying the mediums used or be used to more easily intertwine gameplay with other activities, sometimes to the point where players can be confused what is part of a game and what is not.

Examples

Epidemic Menace is a game that describes itself as having Crossmedia Gameplay. In it, teams of players need to make use of a combination of mobile AR systems, traditional laptops, and the AIBO robot dog to solve a mystery. Alternate reality games such as Conspiracy for Good, I Love Bees, The Beast, and The Truth About Marika also typically make use of several different media, often web sites and phone systems.


To a lesser extent

The Legend of Zelda: The Wind Waker and the Splinter Cell series; for The Legend of Zelda: Four Swords Adventures

Padracer and Scrabble™ Tile Rack are games that use iPhones as controllers for games whose primary displays are an iPad.

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Alternate Reality Gameplay, Rabbit Hole Invitations, Real World Gameplay Spaces

Can Modulate

-

Can Be Instantiated By

Auxiliary Game Screens, Connected Games

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

Cite error: <ref> tag defined in <references> has group attribute "" which does not appear in prior text.

Acknowledgements

-