Real World Gameplay Spaces

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Revision as of 14:18, 4 October 2011 by Staffan Björk (Talk | contribs) (Consequences)

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...

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

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Events Timed to the Real World

Game World Navigation Game World Exploration

Physical Navigation

Relations

Crossmedia Gameplay


Non-Player Characters

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Alternate Reality Gameplay, Pervasive Gameplay, Ubiquitous Gameplay

Can Be Modulated By

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

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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