Real World Knowledge Advantages

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Revision as of 17:33, 20 May 2012 by Staffan Björk (Talk | contribs) (Examples)

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

This pattern is a still a stub.

Examples

Organized betting on Sports is an example of Real World Knowledge Advantages since knowing the current performance of dogs, horses, or teams can let players have better understanding of the true odds rather than those offered. Fantasy Sports such as Fantasy Football are similar but here players create imaginative teams based on the statistics of performers of the real sports, and these games may or may not involve monetary rewards.

Quiz Games such as Trivial Pursuit and Who Wants to Be a Millionaire? are based around the players' knowledge about worldly facts, and therefor quite naturally players may have Real World Knowledge Advantages.

Games where players have to move through physical environments not specifically created for the games often also can let players have Real World Knowledge Advantages. Examples of such games include BotFighters, Can You See Me Now?, and Geocaching.

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

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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

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

Acknowledgements

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