Extra-Game Input

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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