Difference between revisions of "Physical Navigation"

From gdp3
Jump to: navigation, search
Line 29: Line 29:
  
 
== Relations ==
 
== Relations ==
 +
[[Stealth]]
 +
[[Races]]
 +
[[Real Life Activities Affect Game State]]
 +
[[Real World Gameplay Spaces]]
 +
[[Real World Knowledge Advantages]]
 +
 +
[[Pervasive Gameplay]]
 +
[[Ubiquitous Gameplay]]
 +
 
[[Player Physical Prowess]]
 
[[Player Physical Prowess]]
  
[[Real World Gameplay Spaces (← links)
+
[[Real World Gameplay Spaces]]
 
[[Player-Artifact Proximity]]
 
[[Player-Artifact Proximity]]
 
[[Player-Avatar Proximity]]
 
[[Player-Avatar Proximity]]

Revision as of 14:57, 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

Stealth Races Real Life Activities Affect Game State Real World Gameplay Spaces Real World Knowledge Advantages

Pervasive Gameplay Ubiquitous Gameplay

Player Physical Prowess

Real World Gameplay Spaces 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.