Difference between revisions of "Hybrid Gameplay Spaces"

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(Consequences)
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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.
The use of  
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=== Can Instantiate ===
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[[Extra-Game Input]],
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[[Pervasive Gameplay]]
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== Relations ==
 
== Relations ==

Revision as of 10:27, 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 tend to be define 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 an abstract ones have Hybrid Gameplay Spaces.

Examples

Can You See Me Now?

Using the pattern

Augmented Reality

Can Be Instantiated By

Real World Gameplay Spaces

Can Be Modulated By

Configurable Gameplay Areas, Player-Avatar Proximity

Diegetic Aspects

Interface Aspects

Narrative Aspects

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

Configurable Gameplay Areas, 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[1].

References

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

Acknowledgements

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