Difference between revisions of "Real World Knowledge Advantages"
From gdp3
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== Using the pattern == | == Using the pattern == | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Physical Navigation]], | ||
+ | [[Player-Location Proximity]], | ||
+ | [[Real World Gameplay Spaces]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Game Mastery]] | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Game Mastery]] | [[Game Mastery]] | ||
− | |||
− | |||
− | |||
=== Can Modulate === | === Can Modulate === |
Revision as of 11:26, 11 April 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Can Be Instantiated By
Physical Navigation, Player-Location Proximity, Real World Gameplay Spaces
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Can Instantiate
Relations
Can Instantiate
Can Modulate
-
Can Be Instantiated By
Physical Navigation, Player-Location Proximity, Real World Gameplay Spaces
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
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
-