Difference between revisions of "Extra-Game Input"

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(Relations)
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[[Boktai]]
 
[[Boktai]]
  
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[[4 Minutes and 33 Seconds of Uniqueness]]
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[[Insectopia]]
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== Using the pattern ==
 
== Using the pattern ==
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[[Encouraged Return Visits]]
 
[[Encouraged Return Visits]]
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[[Game Element Insertion]]
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[[Ephemeral Events]]
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[[Events Timed to the Real World]]
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[[Cooldown]]
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[[Handles]]
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[[Ubiquitous Gameplay]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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== History ==
 
== History ==
An updated version of the pattern ''...'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
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Updated version of the pattern ''Extra-Game Input'' first described in the report ''Game Design Patterns for Mobile Games''<ref name="Davidsson2004"/>.
 
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''or''
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New pattern created in this wiki.
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== References ==
 
== References ==
-
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<references>
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<ref name="Davidsson2004">Davidsson, O., Peitz, J. & Björk, S. (2004). ''Game Design Patterns for Mobile Games''. Project report to Nokia Research Center, Finland.</ref>
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</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 +
Johan Peitz

Revision as of 09:46, 24 January 2012

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

This pattern is a still a stub.

Examples

Animal Crossing

FarmVille

CityVille

Boktai


4 Minutes and 33 Seconds of Uniqueness Insectopia


Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Pervasive Gameplay Reasonable Waiting Times Artifact-Artifact Proximity Hybrid Spaces

Pervasive Gameplay Real Life Activities Affect Game State

Purchasable Game Advantages

Encouraged Return Visits

Game Element Insertion Ephemeral Events Events Timed to the Real World Cooldown Handles Ubiquitous Gameplay

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

Updated version of the pattern Extra-Game Input 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