Difference between revisions of "Player-Location Proximity"

From gdp3
Jump to: navigation, search
Line 54: Line 54:
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 +
Johan Peitz

Revision as of 12:15, 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

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Activity Blending, Encouraged Return Visits, Pervasive Gameplay, Physical Navigation, Real World Knowledge Advantages

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

First full description of the pattern Player-Location Proximity first identified in the paper Understanding Pervasive Games through Gameplay Design Patterns[1].

References

  1. Björk, S. & Peitz, J. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Proceedings of DiGRA 2007 Conference.

Acknowledgements

Johan Peitz