Extra-Game Input: Difference between revisions

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== Using the pattern ==
== Using the pattern ==
=== Can Be Instantiated By ===
[[Artifact-Artifact Proximity]],
[[Game Element Insertion]],
[[Hybrid Spaces]],
[[Non-Player Help]],
[[Pervasive Gameplay]],
[[Purchasable Game Advantages]],
[[Ubiquitous Gameplay]]


=== Diegetic Aspects ===
=== Diegetic Aspects ===

Revision as of 10:57, 24 January 2012

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

This pattern is a still a stub.

Examples

Animal Crossing

FarmVille

CityVille

Boktai


4 Minutes and 33 Seconds of Uniqueness Insectopia


Using the pattern

Can Be Instantiated By

Artifact-Artifact Proximity, Game Element Insertion, Hybrid Spaces, Non-Player Help, Pervasive Gameplay, Purchasable Game Advantages, Ubiquitous Gameplay


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Extra-Game Actions, Events Timed to the Real World, Handles

Real Life Activities Affect Game State

Can Modulate

Encouraged Return Visits, Pervasive Gameplay, Ubiquitous Gameplay

Can Be Instantiated By

Artifact-Artifact Proximity, Game Element Insertion, Hybrid Spaces, Non-Player Help, Pervasive Gameplay, Purchasable Game Advantages, Ubiquitous Gameplay

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

Updated version of the pattern Extra-Game Input 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