Player-Artifact Proximity: Difference between revisions
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== Relations == | == Relations == | ||
[[Real World Gameplay Spaces]] | |||
[[Pervasive Gameplay]] | |||
[[Extra-Game Input]] | |||
=== Can Instantiate === | === Can Instantiate === | ||
Revision as of 08:37, 25 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
Real World Gameplay Spaces Pervasive Gameplay Extra-Game Input
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
Updated version of the pattern Player-Artifact Proximity first described in the report Game Design Patterns for Mobile Games<ref name="Davidsson2004"/>.
References
<references> <ref name="Davidsson2004">Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.</ref> </references>
Acknowledgements
Johan Peitz