Difference between revisions of "Player-Location Proximity"

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=== Can Instantiate ===
 
=== Can Instantiate ===
[[Activity Blending]], [[Encouraged Return Visits]], [[Gameplay Changes Perception of Real World Phenomena]], [[Pervasive Gameplay]], [[Physical Navigation]], [[Race]], [[Real World Knowledge Advantages]], [[Strategic Locations]], [[Traverse]]
+
[[Activity Blending]], [[Encouraged Return Visits]], [[Gameplay Changes Perception of Real World Phenomena]], [[Pervasive Gameplay]], [[Physical Navigation]], [[Races]], [[Real World Knowledge Advantages]], [[Strategic Locations]], [[Traverse]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===

Revision as of 12:40, 23 January 2012

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

While many games make the position of players' tokens and characters in the game worlds into important part of the gameplay, few make the actual position of the players themselves part of the game with the except of sports.

This pattern is a still a stub.

Examples

Orienteering

Backseat Gaming


Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Game World Exploration

Relations

Can Instantiate

Activity Blending, Encouraged Return Visits, Gameplay Changes Perception of Real World Phenomena, Pervasive Gameplay, Physical Navigation, Races, Real World Knowledge Advantages, Strategic Locations, Traverse

Can Modulate

Real World Gameplay Spaces

Can Be Instantiated By

-

Can Be Modulated By

Self-Reported Positioning

Possible Closure Effects

-

Potentially Conflicting With

Decontextability

History

Updated version of the pattern Player-Location 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