Difference between revisions of "Player Physical Prowess"

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(Relations)
Line 24: Line 24:
  
 
== Relations ==
 
== Relations ==
[[Time Limits]]
+
=== Can Instantiate ===
[[Physical Navigation]]
+
[[Extra-Game Consequences]],
[[Player-Location Proximity]]
+
[[Game Mastery]],
[[Extra-Game Consequences]]
+
 
+
[[Decontextability]]
+
 
+
[[Game Mastery]]
+
 
+
 
[[Real Life Activities Affect Game State]]
 
[[Real Life Activities Affect Game State]]
 
[[Dexterity-Based Actions]]
 
 
=== Can Instantiate ===
 
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Physical Navigation]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Dexterity-Based Actions]],
 +
[[Player-Location Proximity]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Time Limits]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
[[Decontextability]]
  
 
== History ==
 
== History ==

Revision as of 10:15, 13 March 2012

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

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Extra-Game Consequences, Game Mastery, Real Life Activities Affect Game State

Can Modulate

Physical Navigation

Can Be Instantiated By

Dexterity-Based Actions, Player-Location Proximity

Can Be Modulated By

Time Limits

Possible Closure Effects

-

Potentially Conflicting With

Decontextability

History

Updated version of the pattern Player Physical Prowess 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

-