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

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(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  
 
[[Player-Location Proximity]] does not directly make [[Real Life Activities Affect Game State]] part of the gameplay of a game, but  
 
=== 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 ===
 
=== Can Be Instantiated By ===
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[[Extra-Game Input]] together with [[Pervasive Gameplay]]
 
[[Extra-Game Input]] together with [[Pervasive Gameplay]]
 
=== Can Be Modulated By ===
 
 
=== Possible Closure Effects ===
 
-
 
 
 
=== Diegetic Aspects ===
 
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
+
Using [[Real Life Activities Affect Game State]] typically require the use of some sensing technology or [[Dedicated Game Facilitators]] to observe the activities since requiring players to do this disrupts the activities (and fake input can be given).
=== Narrative Aspects ===
+
  
 
== Consequences ==
 
== Consequences ==

Revision as of 08:18, 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.

Zombies, 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

Can Be Instantiated By

Physical Navigation, Player Physical Prowess

Extra-Game Input together with Pervasive Gameplay

Interface Aspects

Using Real Life Activities Affect Game State typically require the use of some sensing technology or Dedicated Game Facilitators to observe the activities since requiring players to do this disrupts the activities (and fake input can be given).

Consequences

Since Real Life Activities Affect Game State rewards those good at certain real world activities, knowledge of how to do those activities is beneficial for gameplay. This leads to games having this pattern to be likely to also have Real World Knowledge Advantages.

Real Life Activities Affect Game State is difficult to combine with Mimetic Interfaces since one patterns deals with making real world activities into gameplay actions while the other makes mimicking real world activities into gameplay actions.

Relations

Can Instantiate

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

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