Difference between revisions of "Hybrid Gameplay Spaces"

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[[Category:Patterns]]
 
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[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
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[[Category:Patterns created on the Wiki]]
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[[Category:Pervasive Patterns]]
[[Category:Stub]]
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''Gameplay spaces that consist of a combination of both a real world space and a virtual or symbolic one.''
[[Category:Staffan's current workpage]]
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''The one-sentence "definition" that should be in italics.''
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This pattern is a still a stub.
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The gameplay space of most games tends to be defined either in real world terms or symbolically. Those games that make this distinction difficult through having part of their gameplay spaces most easily understood in relation to the real world while having the other parts primarily understandable as abstract ones have [[Hybrid Gameplay Spaces]].
  
 
=== Examples ===
 
=== Examples ===
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The game [[Can You See Me Now?]] has some location-tracked players move around in a city while other players hunt them by moving avatars on a map of that city. [[Uncle Roy All Around You]] similarly makes players moving in a city and in a virtual environment share a game, but here they collaborate. [[Pacman must die]] can also be seen as a game with [[Hybrid Gameplay Spaces]] since players need to organize their game devices to utilize the gameplay area which is split over the devices.
  
 
== Using the pattern ==
 
== Using the pattern ==
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The use of [[Real World Gameplay Spaces]] is a prerequisite for [[Hybrid Gameplay Spaces]]. Besides this, some connection to an abstract gameplay space is needed. This can be done purely conceptually, through the use of location sensors that can link physical places to virtual ones, or through overlaying the physical space with a virtual one (i.e. Augmented Reality<ref name="AR"/>).
  
=== Diegetic Aspects ===
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While [[Real World Gameplay Spaces]] allow for many proximity-based mechanics, [[Hybrid Gameplay Spaces]] allows for the very specific [[Player-Avatar Proximity]].
 
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=== Interface Aspects ===
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=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
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The use of [[Real World Gameplay Spaces]] required for [[Hybrid Gameplay Spaces]] make games with this pattern open to having [[Extra-Game Input]] whether intentionally or not. It likewise opens up for the possibility of having [[Pervasive Gameplay]] although if this is practically possible depends on the specific gameplay actions contained in the game.
  
 
== Relations ==
 
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
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[[Extra-Game Input]],
==== with ... ====
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[[Pervasive Gameplay]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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-
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Real World Gameplay Spaces]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Player-Avatar Proximity]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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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 and renamed version of the pattern ''Hybrid Spaces'' 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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<ref name="AR">Wikipedia [http://en.wikipedia.org/wiki/Augmented_reality page] for Augmented reality.</ref>
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</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
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-

Latest revision as of 11:09, 11 April 2012

Gameplay spaces that consist of a combination of both a real world space and a virtual or symbolic one.

The gameplay space of most games tends to be defined either in real world terms or symbolically. Those games that make this distinction difficult through having part of their gameplay spaces most easily understood in relation to the real world while having the other parts primarily understandable as abstract ones have Hybrid Gameplay Spaces.

Examples

The game Can You See Me Now? has some location-tracked players move around in a city while other players hunt them by moving avatars on a map of that city. Uncle Roy All Around You similarly makes players moving in a city and in a virtual environment share a game, but here they collaborate. Pacman must die can also be seen as a game with Hybrid Gameplay Spaces since players need to organize their game devices to utilize the gameplay area which is split over the devices.

Using the pattern

The use of Real World Gameplay Spaces is a prerequisite for Hybrid Gameplay Spaces. Besides this, some connection to an abstract gameplay space is needed. This can be done purely conceptually, through the use of location sensors that can link physical places to virtual ones, or through overlaying the physical space with a virtual one (i.e. Augmented Reality[1]).

While Real World Gameplay Spaces allow for many proximity-based mechanics, Hybrid Gameplay Spaces allows for the very specific Player-Avatar Proximity.

Consequences

The use of Real World Gameplay Spaces required for Hybrid Gameplay Spaces make games with this pattern open to having Extra-Game Input whether intentionally or not. It likewise opens up for the possibility of having Pervasive Gameplay although if this is practically possible depends on the specific gameplay actions contained in the game.

Relations

Can Instantiate

Extra-Game Input, Pervasive Gameplay

Can Modulate

-

Can Be Instantiated By

Real World Gameplay Spaces

Can Be Modulated By

Player-Avatar Proximity

Possible Closure Effects

-

Potentially Conflicting With

-

History

Updated and renamed version of the pattern Hybrid Spaces first described in the report Game Design Patterns for Mobile Games[2].

References

  1. Wikipedia page for Augmented reality.
  2. Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.

Acknowledgements

-