Extra-Game Input

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Affects on game states whose sources are neither internal nor from players.

This pattern is a still a stub.

Examples

Animal Crossing

FarmVille

CityVille

Boktai series


4 Minutes and 33 Seconds of Uniqueness Insectopia


Using the pattern

Can Be Instantiated By

Artifact-Artifact Proximity, Game Element Insertion, Hybrid Spaces, Non-Player Help, Pervasive Gameplay, Purchasable Game Advantages, Ubiquitous Gameplay


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Dedicated Game Facilitators

Can Instantiate

Extra-Game Actions, Events Timed to the Real World, Handles

with Activity Blending

Real Life Activities Affect Game State

Can Modulate

Encouraged Return Visits, Pervasive Gameplay, Ubiquitous Gameplay

Relations

Can Instantiate

Extra-Game Actions, Events Timed to the Real World, Handles

with Activity Blending

Real Life Activities Affect Game State

Can Modulate

Encouraged Return Visits, Pervasive Gameplay, Ubiquitous Gameplay

Can Be Instantiated By

Artifact-Artifact Proximity, Dedicated Game Facilitators, Game Element Insertion, Hybrid Spaces, Non-Player Help, Pervasive Gameplay, Purchasable Game Advantages, Ubiquitous Gameplay

Can Be Modulated By

-

Possible Closure Effects

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Potentially Conflicting With

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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