Extra-Game Input: Difference between revisions
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=== Examples === | === Examples === | ||
[[Animal Crossing]] | |||
[[FarmVille]] | |||
[[CityVille]] | |||
[[Boktai]] | |||
== Using the pattern == | == Using the pattern == | ||
| Line 24: | Line 33: | ||
== Relations == | == Relations == | ||
[[Pervasive Games]] | |||
[[Reasonable Waiting Times]] | |||
[[Artifact-Artifact Proximity]] | |||
[[Hybrid Space]] | |||
[[Pervasive Games]] | |||
[[Real Life Activities Affect Game State]] | |||
=== Can Instantiate === | === Can Instantiate === | ||
Revision as of 09:36, 24 January 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Pervasive Games Reasonable Waiting Times Artifact-Artifact Proximity Hybrid Space
Pervasive Games Real Life Activities Affect Game State
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design<ref name="Bjork & Holopainen 2004"/>.
or
New pattern created in this wiki.
References
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