Difference between revisions of "Real World Gameplay Spaces"

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[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Stub]]
 
[[Category:Stub]]
''...''
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''Games where the specifics of space that constitutes the gameplay space affects the gameplay.''
  
This pattern is a still a stub.
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In one sense all games require ''some'' space in the real world, even if it is through computers or other machines that enable them.
  
 
that the game space/game world is defined as a subsection of the real world
 
that the game space/game world is defined as a subsection of the real world
  
 
=== Examples ===
 
=== 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.
 
  
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[[Blind Chess]] can be seen as a counter-example of [[Real World Gameplay Spaces]] since it does not require any space at all besides that which the people playing it would occupy anyway.
  
 
[[:Category:Sports|Sports]]
 
[[:Category:Sports|Sports]]

Revision as of 11:43, 16 March 2012

Games where the specifics of space that constitutes the gameplay space affects the gameplay.


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

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

Examples

Blind Chess can be seen as a counter-example of Real World Gameplay Spaces since it does not require any space at all besides that which the people playing it would occupy anyway.

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

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Potentially Conflicting With

-

History

New pattern created in this wiki.

References

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Acknowledgements

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