Difference between revisions of "Player-Player Proximity"

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''The one-sentence "definition" that should be in italics.''
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''Game rules that depend on players being physically close to other players.''
  
 
Spatial proximity is often a core part of game rules. For games where gameplay actions are directly done by players without any mediation the often translates into the case of [[Player-Player Proximity]] being an important factor in what can or cannot be done.
 
Spatial proximity is often a core part of game rules. For games where gameplay actions are directly done by players without any mediation the often translates into the case of [[Player-Player Proximity]] being an important factor in what can or cannot be done.

Revision as of 14:45, 26 January 2012

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

Spatial proximity is often a core part of game rules. For games where gameplay actions are directly done by players without any mediation the often translates into the case of Player-Player Proximity being an important factor in what can or cannot be done.

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. Assassin and children's games such as Hide-and-Seek also make being close to other players a factor of gameplay.

Another type of Player-Player Proximity exist in games where players do not have to have actual physical interaction but technology requires them to be close. Examples of such games include BotFighters, Human PacMan, Pirates!, and Treasure. Pacman must die provides a variant of this since here multiple mobile devices each contain part of the mediated game and players need to placed them appropriately to be able and move through the gameplay area.

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