Difference between revisions of "Player-Artifact Proximity"

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(Consequences)
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[[Real World Gameplay Spaces]],  
 
[[Real World Gameplay Spaces]],  
  
=== Can Instantiate ===
 
[[Game Element Trading]]
 
 
[[Pervasive Gameplay]],  
 
[[Pervasive Gameplay]],  
 
[[Physical Navigation]]
 
[[Physical Navigation]]
 +
 +
=== Can Instantiate ===
 +
[[Game Element Trading]]
  
 
== Relations ==
 
== Relations ==

Revision as of 09:41, 25 January 2012

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


Artifacts can either be physical ones or virtual ones that are somehow given a location in the physical space.

This pattern is a still a stub.

Examples

Geocaching Insectopia Mogi Mogi

Using the pattern

The artifacts used can be gameplay Tokens or gameplay Tools, so when using Player-Artifact Proximity one should take the design possibilities these have into consideration.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Player-Artifact Proximity makes the physical position of Tokens or Tools into a gameplay feature, and thereby modify these.

Can Modulate

Real World Gameplay Spaces,

Pervasive Gameplay, Physical Navigation

Can Instantiate

Game Element Trading

Relations

Can Instantiate

Game Element Trading Pervasive Gameplay, Physical Navigation

Can Modulate

Real World Gameplay Spaces, Tokens, Tools

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

Updated version of the pattern Player-Artifact Proximity 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

Johan Peitz