Difference between revisions of "Physical Navigation"

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=== Examples ===
 
=== Examples ===
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[[Geocaching]]
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[[Pirates!]]
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[[Treasure]]
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[[Pacman must die]]
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[[BotFighters]]
  
 
== Using the pattern ==
 
== Using the pattern ==
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== Relations ==
 
== Relations ==
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[[Player Physical Prowess]]
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[[Real World Gameplay Spaces (← links)
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[[Player-Artifact Proximity]]
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[[Player-Avatar Proximity]]
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[[Player-Location Proximity]]
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[[Player-Player Proximity]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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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 version of the pattern ''Physical Navigation'' 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.
+
  
 
== 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>
== Acknowledgements ==
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</references>

Revision as of 14:55, 27 January 2012

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Geocaching Pirates! Treasure Pacman must die BotFighters

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Player Physical Prowess

[[Real World Gameplay Spaces (← links) Player-Artifact Proximity Player-Avatar Proximity Player-Location Proximity Player-Player Proximity

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 Physical Navigation 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.