Difference between revisions of "Real Life Activities Affect Game State"

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(Relations)
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=== Examples ===
 
=== Examples ===
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The energy usage in a household is the primary input to the game [[Power Explorer]], indirectly causing the players' everyday behavior affect the game through how much electrical energy their activities use.
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Zombie Run
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==== Anti-Examples ====
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== Using the pattern ==
 
== Using the pattern ==
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[[Player-Location Proximity]] does not directly make [[Real Life Activities Affect Game State]] part of the gameplay of a game, but
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Mimetic Interfaces]]
  
 
== History ==
 
== History ==

Revision as of 07:33, 23 August 2012

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

This pattern is a still a stub.

Examples

The energy usage in a household is the primary input to the game Power Explorer, indirectly causing the players' everyday behavior affect the game through how much electrical energy their activities use.

Zombie Run

Anti-Examples

Using the pattern

Player-Location Proximity does not directly make Real Life Activities Affect Game State part of the gameplay of a game, but


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Social Adaptability Ubiquitous Gameplay Pervasive Gameplay

Extra-Game Input

Can Instantiate

Changes in Perception of Real World Phenomena due to Gameplay

with ...

Can Modulate

Can Be Instantiated By

Physical Navigation, Player Physical Prowess

Extra-Game Input together with Pervasive Gameplay

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Mimetic Interfaces

History

An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design[1].

or

New pattern created in this wiki.

References

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Acknowledgements

  1. Cite error: Invalid <ref> tag; no text was provided for refs named Bjork_.26_Holopainen_2004