Difference between revisions of "Real World Gameplay Spaces"

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''Games where the specifics of space that constitutes the gameplay space affects the gameplay.''
 
''Games where the specifics of space that constitutes the gameplay space affects the gameplay.''
  
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== Using the pattern ==
 
== Using the pattern ==
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Alternate Reality Gameplay]],  
 
[[Alternate Reality Gameplay]],  
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[[Ubiquitous Gameplay]]
 
[[Ubiquitous Gameplay]]
  
=== Can Be Modulated By ===
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The introduction of [[Real World Gameplay Spaces]] open up for several specific other patterns, namely those related to physical proximity. The most common of these are probably [[Player-Artifact Proximity|Player-Artifact Proximity]], [[Player-Location Proximity|Player-Location Proximity]], and [[Player-Player Proximity]].
[[Player-Artifact Proximity]],  
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[[Player-Location Proximity]],  
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[[Player-Player Proximity]]
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=== Diegetic Aspects ===
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=== Interface Aspects ===
 
=== Interface Aspects ===
 
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[[Real World Gameplay Spaces]] is an [[:Category:Interface Patterns|Interface Pattern]] in that it either requires players to move their own bodies as part of gameplay or state something about how game elements are moved within the game.
=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
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<ref name="ifmar">[http://www.ifmar.org/ Homepage] for the ''International Federation of Model Auto Racing''.</ref>
 
<ref name="ifmar">[http://www.ifmar.org/ Homepage] for the ''International Federation of Model Auto Racing''.</ref>
 
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== Acknowledgements ==
 
== Acknowledgements ==
 
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Revision as of 13:11, 10 April 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. However, a distinction can be made for games where players physically need to move their entire bodies to new locations in order to game. In these cases, the games can be said to have Real World Gameplay Spaces in which the gameplay takes place which either denies that space to other activities or lead to the two activities sharing the space. Similarly, games where the game elements moved are large enough to significantly interfere with other activities in the same space can be said to have Real World Gameplay Spaces.

Examples

Sports like Soccer and Ice Hockey are obvious examples of Real World Gameplay Spaces since players need to move around in specially designated areas to participate. Competitions with remote controlled vehicles (e.g. those arranged by IFMAR[1]) and the robot gladiator games shown in the TV series [2] also have Real World Gameplay Spaces.

Category:Live Action Roleplaying Games and Alternate Reality Games (e.g. Trenne Byar and Momentum) take place in physical environments which may or may not be shared with other activities and people not aware of the game activity taking place.

Blindfold 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.

Using the pattern

Can Be Instantiated By

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

The introduction of Real World Gameplay Spaces open up for several specific other patterns, namely those related to physical proximity. The most common of these are probably Player-Artifact Proximity, Player-Location Proximity, and Player-Player Proximity.

Interface Aspects

Real World Gameplay Spaces is an Interface Pattern in that it either requires players to move their own bodies as part of gameplay or state something about how game elements are moved within the game.

Consequences

Games with Real World Gameplay Spaces typically have Events Timed to the Real World, either due to explicit design choices or because real-world events affect the gameplay and thereby become game events. When Game World Navigation is required, this creates Physical Navigation which can in turn be seen as an example of Events Timed to the Real World.

Further, Real World Gameplay Spaces is a prerequisite for Hybrid Gameplay Spaces.

Relations

Can Instantiate

Events Timed to the Real World, Hybrid Gameplay Spaces

with Game World Navigation

Physical Navigation

Can Modulate

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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

  1. Homepage for the International Federation of Model Auto Racing.
  2. Wikipedia page for the TV series Robot Wars.

Acknowledgements

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