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

From gdp3
Jump to: navigation, search
(History)
(Relations)
Line 38: Line 38:
  
 
== Relations ==
 
== Relations ==
 +
[[Real World Knowledge Advantages]]
 +
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Changes in Perception of Real World Phenomena due to Gameplay]],  
 
[[Changes in Perception of Real World Phenomena due to Gameplay]],  

Revision as of 07:52, 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

rock band

wii games

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

Real World Knowledge Advantages

Can Instantiate

Changes in Perception of Real World Phenomena due to Gameplay, Extra-Game Input, Pervasive Gameplay, Ubiquitous Gameplay

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

Updated version of the pattern Real Life Activities Affect Game State 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

-