Difference between revisions of "Real World Gameplay Spaces"

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== Using the pattern ==
 
== Using the pattern ==
 +
=== Can Be Instantiated By ===
 +
[[Alternate Reality Gameplay]],
 +
[[Crossmedia Gameplay]],
 +
[[Pervasive Gameplay]],
 +
[[Ubiquitous Gameplay]]
 +
 +
=== Can Be Modulated By ===
 +
[[Player-Artifact Proximity]],
 +
[[Player-Location Proximity]],
 +
[[Player-Player Proximity]]
 +
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
 +
=== Can Instantiate ===
 +
[[Events Timed to the Real World]],
 +
[[Hybrid Gameplay Spaces]]
  
[[Game World Exploration]]
+
==== with [[Game World Navigation]] ====
 +
[[Physical Navigation]]
  
 
== Relations ==
 
== Relations ==
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=== Can Modulate ===
 
=== Can Modulate ===
 +
-
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
-
  
 
== History ==
 
== History ==

Revision as of 12:08, 14 March 2012

...

This pattern is a still a stub.

that the game space/game world is defined as a subsection of the real world

Examples

In one sense all games require some space in the real world, even if it is through computers or other machines that enable them.


Sports

like Soccer and Ice Hockey

Category:Live Action Roleplaying Games


Using the pattern

Can Be Instantiated By

Alternate Reality Gameplay, Crossmedia Gameplay, Pervasive Gameplay, Ubiquitous Gameplay

Can Be Modulated By

Player-Artifact Proximity, Player-Location Proximity, Player-Player Proximity


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Can Instantiate

Events Timed to the Real World, Hybrid Gameplay Spaces

with Game World Navigation

Physical Navigation

Relations

Can Instantiate

Events Timed to the Real World, Hybrid Gameplay Spaces

with Game World Navigation

Physical Navigation

Can Modulate

-

Can Be Instantiated By

Alternate Reality Gameplay, Crossmedia Gameplay, Pervasive Gameplay, Ubiquitous Gameplay

Can Be Modulated By

Player-Artifact Proximity, Player-Location Proximity, Player-Player Proximity

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

Cite error: <ref> tag defined in <references> has group attribute "" which does not appear in prior text.

Acknowledgements

-