Difference between revisions of "Feelies"

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(Relations)
(Consequences)
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== Consequences ==
 
== Consequences ==
While many times [[Feelies]] simply provide extra experiential value to a game, they sometimes also can help gameplay. One example of this is the map of the Underground Empire shipped together with [[Zork I]] which gives some hints to players.
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[[Feelies]] are basically a type of [[Props]] that exist outside the main medium of a game. While many times [[Feelies]] simply provide extra experiential value to a game, they sometimes also can help gameplay. One example of this is the map of the Underground Empire shipped together with [[Zork I]] which gives some hints to players.
  
 
== Relations ==
 
== Relations ==

Revision as of 10:33, 1 July 2015

Physical props that are shipped with the games to strengthen the game experience.

Games are typically designed to provide a certain type of experience regarding the game world or gameplay. One way this can be supported outside the game itself is through various props, Feelies, shipped with the games.

Wikipedia has a page describing feelies and GiantBomb has a list of games with Feelies.

Examples

Feelies were most common in Infocom games such as Planetfall and the Zork series. However, they are also packaged with some collector's editions of games, e.g. Dead Rising 2 and the Fallout 4 Pip-Boy Edition.

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Feelies are basically a type of Props that exist outside the main medium of a game. While many times Feelies simply provide extra experiential value to a game, they sometimes also can help gameplay. One example of this is the map of the Underground Empire shipped together with Zork I which gives some hints to players.

Relations

Can Instantiate

Props

Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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