Difference between revisions of "Player-Location Proximity"

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== Using the pattern ==
 
== Using the pattern ==
Implementation of [[Player-Location Proximity]] is rather straightforward - one simply designs location-dependent gameplay (e.g. regarding [[Check Points]], [[Exploration]] or [[Traverse]]) as usually but for players instead of [[Avatars]], [[Characters]], or [[Tokens]].  
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Implementation of [[Player-Location Proximity]] is rather straightforward - one simply designs location-dependent gameplay (e.g. regarding [[Check Points]], [[Exploration]] or [[Traverse]]) as usually but for players instead of [[Avatars]], [[Characters]], or [[Tokens]]. The main consideration that need to be made is due to the possible consequence of player movement such as [[Player Physical Prowess]] and [[Real World Knowledge Advantages]], since these can imbalance gameplay.
  
The main consideration that need to be made is due to the possible consequence of player movement such as
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A specific alternative for games with [[Player-Location Proximity]], first reported for [[Uncle Roy All Around You]], is to let players do [[Self-Reported Positioning]] rather than rely on technology or [[Dedicated Game Facilitators]] to do this. While this can remove problems with the reliability of the technology to locate players, it can also let players have a more play-like approach to the games.
 
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[[Player Physical Prowess]] and
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[[Real World Knowledge Advantages]]
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=== Can Be Modulated By ===
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[[Self-Reported Positioning]]
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== Consequences ==
 
== Consequences ==

Revision as of 15:17, 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. The main exception to this is traditional sports. Those that make physical location has specific gameplay meaning when players approach or enter them make use of a Player-Location Proximity relation.

Examples

While many Sports inherently make use of Player-Location Proximity, Orienteering explicitly sets goals for players to position themselves at specific locations.

Human PacMan, Geocaching, Pirates!, and SCVNGR rely on player movement and use technology to let people report in their locations to the game systems. Backseat Gaming also uses technology to locate players but is built to work for the passengers of a car rather than the driver. Uncle Roy All Around You also depends on players' location in the physical world, but let the players report their locations freely regardless of where they actually are.

Using the pattern

Implementation of Player-Location Proximity is rather straightforward - one simply designs location-dependent gameplay (e.g. regarding Check Points, Exploration or Traverse) as usually but for players instead of Avatars, Characters, or Tokens. The main consideration that need to be made is due to the possible consequence of player movement such as Player Physical Prowess and Real World Knowledge Advantages, since these can imbalance gameplay.

A specific alternative for games with Player-Location Proximity, first reported for Uncle Roy All Around You, is to let players do Self-Reported Positioning rather than rely on technology or Dedicated Game Facilitators to do this. While this can remove problems with the reliability of the technology to locate players, it can also let players have a more play-like approach to the games.

Consequences

Game World Exploration

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 Player Physical Prowess,

Can Modulate

Real World Gameplay Spaces

Can Be Instantiated By

-

Potentially Conflicting With

Decontextability

Relations

Can Instantiate

Activity Blending, Encouraged Return Visits, Gameplay Changes Perception of Real World Phenomena, Pervasive Gameplay, Physical Navigation, Player Physical Prowess, 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