Real World Gameplay Spaces: Difference between revisions
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[[Game World Navigation]] | [[Game World Navigation]] | ||
[[Game World Exploration]] | [[Game World Exploration]] | ||
[[Physical Navigation]] | |||
[[Player Physical Prowess]] | |||
[[Player-Artifact Proximity]] | |||
[[Player-Avatar Proximity]] | |||
[[Player-Location Proximity]] | |||
[[Player-Player Proximity]] | |||
== Relations == | == Relations == | ||
Revision as of 07:30, 2 October 2011
...
This pattern is a still a stub.
that the game space/game world is defined as a subsection of the real world
Examples
In one sense all games require some space in the real world, even if it is through computers or other machines that enable them.
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Events Timed to the Real World
Game World Navigation Game World Exploration
Player Physical Prowess Player-Artifact Proximity Player-Avatar Proximity Player-Location Proximity Player-Player Proximity
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Alternate Reality Gameplay, Pervasive Gameplay, Ubiquitous Gameplay
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>
Acknowledgements
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