Difference between revisions of "Real World Knowledge Advantages"
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== History == | == History == | ||
− | + | 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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== References == | == References == | ||
− | + | <references> | |
+ | <ref name="Davidsson2004">Davidsson, O., Peitz, J. & Björk, S. (2004). ''Game Design Patterns for Mobile Games''. Project report to Nokia Research Center, Finland.</ref> | ||
+ | </references> | ||
== Acknowledgements == | == Acknowledgements == | ||
+ | - |
Revision as of 11:25, 11 April 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
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Can Modulate
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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
- ↑ Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.
Acknowledgements
-