Difference between revisions of "Player-Avatar Proximity"

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''Game rules that depend on players being physically close to avatars.''
 
''Game rules that depend on players being physically close to avatars.''
  
Being close to other players is important in games where players physically enact gameplay action, e.g. [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] and [[:Category:Sports|Sports]]. Likewise, games the proximity to other avatars is usually important in games that take place in virtual environments, for example [[:Category:Fighting Games|Fighting Games]], [[:Category:FPS Games|FPS Games]], and [[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]]. However, a less common case is when the physical location of one player and the virtual location of another player's avatar is important to gameplay. This can only occur in games where players locations are mapped to virtual environment (or vice versa)  
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Being close to other players is important in games where players physically enact gameplay action, e.g. [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] and [[:Category:Sports|Sports]]. Likewise, games the proximity to other avatars is usually important in games that take place in virtual environments, for example [[:Category:Fighting Games|Fighting Games]], [[:Category:FPS Games|FPS Games]], and [[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]]. However, a less common case is when the physical location of one player and the virtual location of another player's avatar is important to gameplay. This [[Player-Avatar Proximity]] feature can only occur in games where players locations are mapped to virtual environment (or vice versa) but then gives players an additional level of complexity of spatial relations.
 
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=== Examples ===
 
=== Examples ===
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[[Privileged Movement]]
 
[[Privileged Movement]]
 
[[Hybrid Spaces]]
 
[[Hybrid Spaces]]
((Social Interaction]]
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[[Social Interaction]]
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[[Orthogonal Differentiation]]
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[[Replayability]]
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=== Can Instantiate ===
 
=== Can Instantiate ===

Revision as of 08:39, 26 January 2012

Game rules that depend on players being physically close to avatars.

Being close to other players is important in games where players physically enact gameplay action, e.g. Live Action Roleplaying Games and Sports. Likewise, games the proximity to other avatars is usually important in games that take place in virtual environments, for example Fighting Games, FPS Games, and Massively Multiplayer Online Games. However, a less common case is when the physical location of one player and the virtual location of another player's avatar is important to gameplay. This Player-Avatar Proximity feature can only occur in games where players locations are mapped to virtual environment (or vice versa) but then gives players an additional level of complexity of spatial relations.

Examples

The pervasive game Can You See Me Now? pitches group of players navigating real world environments against individual ones that move their avatars on a game map of the real world environment. Through GPS devices the locations of the first group is positioned on the map and the group can use this to catch the individual players by coming close to their avatars.

Uncle Roy All Around You is a co-operative game where a player navigating the real world can team up with one navigating a virtual one to complete tasks.

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Privileged Movement Hybrid Spaces Social Interaction

Orthogonal Differentiation Replayability


Can Instantiate

with ...

Can Modulate

Real World Gameplay Spaces

Can Be Instantiated By

Can Be Modulated By

Extended Actions

Possible Closure Effects

Potentially Conflicting With

Updated version of the pattern Player-Avatar Proximity first described in the paper Understanding Pervasive Games through Gameplay Design Patterns[1].

References

  1. Peitz, J. & Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.

Acknowledgements

Johan Peitz