Difference between revisions of "Player-Player Proximity"

From gdp3
Jump to: navigation, search
Line 13: Line 13:
  
 
=== Examples ===
 
=== Examples ===
 +
[[:Category:Sports]] where several participants compete simultaneously and can affect each other, e.g. [[Soccer]], [[Basketball]], [[Boxing]], depend on [[Player-Player Proximity]]. Likewise, [[Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] such as [[1942 – Noen å stole på]], [[Conspiracy for Good]], and [[Momentum]], rely on [[Player-Player Proximity]] since players wish to have face-to-face interaction when roleplaying.
 +
 
[[Tamagochi Connection]]
 
[[Tamagochi Connection]]
 
[[Mogi Mogi]]
 
[[Mogi Mogi]]
Line 19: Line 21:
 
[[Human Pacman]]
 
[[Human Pacman]]
 
[[Kejsartemplet]]
 
[[Kejsartemplet]]
[[Momentum]]
 
[[1942 – Noen å stole på]]
 
 
[[M.A.D. Countdown]]
 
[[M.A.D. Countdown]]
 
[[Songs of the North]]
 
[[Songs of the North]]

Revision as of 13:45, 26 January 2012

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

This pattern is a still a stub.

Examples

Category:Sports where several participants compete simultaneously and can affect each other, e.g. Soccer, Basketball, Boxing, depend on Player-Player Proximity. Likewise, such as 1942 – Noen å stole på, Conspiracy for Good, and Momentum, rely on Player-Player Proximity since players wish to have face-to-face interaction when roleplaying.

Tamagochi Connection Mogi Mogi Botfighers Pacman must die Human Pacman Kejsartemplet 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