Difference between revisions of "Real World Knowledge Advantages"

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(Relations)
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== History ==
 
== History ==
An updated version of the pattern ''...'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
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Updated and renamed version of the pattern ''Extra Game Future Knowledge Advantage'' first described in the report ''Game Design Patterns for Mobile Games''<ref name="Davidsson2004"/>.
 
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''or''
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New pattern created in this wiki.
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== References ==
 
== References ==
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<references>
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<ref name="Davidsson2004">Davidsson, O., Peitz, J. & Björk, S. (2004). ''Game Design Patterns for Mobile Games''. Project report to Nokia Research Center, Finland.</ref>
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</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
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Revision as of 11:25, 11 April 2012

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Game Mastery

with ...

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Can Modulate

-

Can Be Instantiated By

Physical Navigation, Player-Location Proximity, Real World Gameplay Spaces

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

Updated and renamed version of the pattern Extra Game Future Knowledge Advantage 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

-