Difference between revisions of "Real World Knowledge Advantages"

From gdp3
Jump to: navigation, search
Line 14: Line 14:
  
 
== Using the pattern ==
 
== Using the pattern ==
 +
 +
=== Can Be Instantiated By ===
 +
[[Physical Navigation]],
 +
[[Player-Location Proximity]],
 +
[[Real World Gameplay Spaces]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
Line 22: Line 27:
  
 
== Consequences ==
 
== Consequences ==
 +
=== Can Instantiate ===
 +
[[Game Mastery]]
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Game Mastery]]
 
[[Game Mastery]]
 
==== with ... ====
 
-
 
  
 
=== 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.

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

Game Mastery

Relations

Can Instantiate

Game Mastery

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

  1. Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.

Acknowledgements

-