Difference between revisions of "Player-Player Proximity"

From gdp3
Jump to: navigation, search
Line 1: Line 1:
 
[[Category:Patterns]]
 
[[Category:Patterns]]
 +
[[Category:Pervasive Patterns]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
Line 12: Line 13:
  
 
=== Examples ===
 
=== Examples ===
 +
[[Tamagochi Connection]]
 +
[[Mogi Mogi]]
 +
[[Botfighers]]
 +
[[Pacman must die]]
 +
[[Pacmanhattan]]
 +
[[Kejsartemplet]]
 +
[[Momentum]]
 +
[[1942 – Noen å stole på]]
 +
[[M.A.D. Countdown]]
 +
[[Songs of the North]]
 +
[[Pirates!]]
 +
[[Cruel to be Kind]]
 +
[[Assassin]]
 +
  
 
== Using the pattern ==
 
== Using the pattern ==
Line 24: Line 39:
  
 
== Relations ==
 
== Relations ==
 +
[[Extended Actions]]
 +
[[Real World Gameplay Spaces]]
 +
[[Pervasive Gameplay]]
 +
[[Player-Artifact Proximity]]
 +
[[Player-Avatar Proximity]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===

Revision as of 09:35, 26 January 2012

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

This pattern is a still a stub.

Examples

Tamagochi Connection Mogi Mogi Botfighers Pacman must die Pacmanhattan Kejsartemplet Momentum 1942 – Noen å stole på M.A.D. Countdown Songs of the North Pirates! Cruel to be Kind Assassin


Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Extended Actions Real World Gameplay Spaces Pervasive Gameplay Player-Artifact Proximity Player-Avatar Proximity

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

Updated version of the pattern Player-Player 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