Difference between revisions of "Physical Navigation"

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[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''The one-sentence "definition" that should be in italics.''
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''Navigation through gameplay environments through bodily movement.''
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
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== Using the pattern ==
 
== Using the pattern ==
 
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On a general level, [[Physical Navigation]] in a game is the combination of [[Game World Navigation]] and [[Real World Gameplay Spaces]]. More specifically it also requires goal locations and challenges to reaching these. While the challenges are more or less the same as for any [[Game World Navigation]], [[Player Physical Prowess]] may become a gameplay feature unless explicitly design against (through for example avoiding [[Races]] or [[Time Limits]]). In contrast, the goal locations nearly always have additional characteristics due to the real world consequences of using [[Player-Artifact Proximity]], [[Player-Avatar Proximity]], [[Player-Location Proximity]], or [[Player-Player Proximity]].
=== Diegetic Aspects ===
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=== Interface Aspects ===
 
=== Interface Aspects ===
 
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[[Physical Navigation]] is a primary example of where players use their own bodies as interfaces for the game. In this sense, [[Mimetic Interfaces]] can provide a form of [[Physical Navigation]] through requiring players to use their bodies to do [[Game World Navigation]] even if they are actually moving [[Avatars]] rather than their own bodies any significant distances.
=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
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=== Can Instantiate ===
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[[Pervasive Gameplay]],
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[[Real Life Activities Affect Game State]]
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[[Real World Knowledge Advantages]]
  
== Relations ==
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=== Can Modulate ===
 
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[[Game World Exploration]],
[[Game World Exploration]]
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[[Movement]],
[[Game World Navigation]]
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[[Races]],
 
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[[Stealth]]
 
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[[Pervasive Gameplay]]
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== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Pervasive Gameplay]],
 
[[Real Life Activities Affect Game State]]
 
[[Real Life Activities Affect Game State]]
 
[[Real World Knowledge Advantages]]
 
[[Real World Knowledge Advantages]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Game World Exploration]],
 
[[Movement]],  
 
[[Movement]],  
 
[[Races]],  
 
[[Races]],  
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[[Player-Location Proximity]],  
 
[[Player-Location Proximity]],  
 
[[Player-Player Proximity]],  
 
[[Player-Player Proximity]],  
[[Real World Gameplay Spaces]]
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[[Game World Navigation]] together with [[Mimetic Interfaces]] or [[Real World Gameplay Spaces]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 12:18, 9 February 2012

Navigation through gameplay environments through bodily movement.

This pattern is a still a stub.

Examples

While many Sports include physical movement, Orienteering is the prime example of one that also requires navigation. The navigation required in Geocaching relatively easy in contrast since GPS use is part of the activity. BotFighters, Pirates!, Treasure, and Uncle Roy All Around You are all games that rely less on making players move to specific locations but nevertheless require players to navigate in physical environments.

Quite naturally, Live Action Roleplaying Games such as Assassin, Dragonbane, and Trenne Byar require some level of Physical Navigation since they are played in large areas that players need to traverse.

Human PacMan re-interprets Pac-Man by making players embody all the characters and thereby force them to do Physical Navigation to play the game.

Using the pattern

On a general level, Physical Navigation in a game is the combination of Game World Navigation and Real World Gameplay Spaces. More specifically it also requires goal locations and challenges to reaching these. While the challenges are more or less the same as for any Game World Navigation, Player Physical Prowess may become a gameplay feature unless explicitly design against (through for example avoiding Races or Time Limits). In contrast, the goal locations nearly always have additional characteristics due to the real world consequences of using Player-Artifact Proximity, Player-Avatar Proximity, Player-Location Proximity, or Player-Player Proximity.

Interface Aspects

Physical Navigation is a primary example of where players use their own bodies as interfaces for the game. In this sense, Mimetic Interfaces can provide a form of Physical Navigation through requiring players to use their bodies to do Game World Navigation even if they are actually moving Avatars rather than their own bodies any significant distances.

Consequences

Can Instantiate

Pervasive Gameplay, Real Life Activities Affect Game State Real World Knowledge Advantages

Can Modulate

Game World Exploration, Movement, Races, Stealth

Relations

Can Instantiate

Pervasive Gameplay, Real Life Activities Affect Game State Real World Knowledge Advantages

Can Modulate

Game World Exploration, Movement, Races, Stealth

Can Be Instantiated By

Player-Artifact Proximity, Player-Avatar Proximity, Player-Location Proximity, Player-Player Proximity,

Game World Navigation together with Mimetic Interfaces or Real World Gameplay Spaces

Can Be Modulated By

Player Physical Prowess

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.