Player Physical Prowess: Difference between revisions

From gdp3
Jump to navigationJump to search
No edit summary
Line 24: Line 24:


== Relations ==
== Relations ==
[[Time Limits]]
=== Can Instantiate ===
[[Physical Navigation]]
[[Extra-Game Consequences]],
[[Player-Location Proximity]]
[[Game Mastery]],
[[Extra-Game Consequences]]
 
[[Decontextability]]
 
[[Game Mastery]]
 
[[Real Life Activities Affect Game State]]
[[Real Life Activities Affect Game State]]
[[Dexterity-Based Actions]]
=== Can Instantiate ===
==== with ... ====


=== Can Modulate ===
=== Can Modulate ===
[[Physical Navigation]]


=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
[[Dexterity-Based Actions]],
[[Player-Location Proximity]]


=== Can Be Modulated By ===
=== Can Be Modulated By ===
[[Time Limits]]


=== Possible Closure Effects ===
=== Possible Closure Effects ===
-


=== Potentially Conflicting With ===
=== Potentially Conflicting With ===
[[Decontextability]]


== History ==
== History ==

Revision as of 10:15, 13 March 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

Can Instantiate

Extra-Game Consequences, Game Mastery, Real Life Activities Affect Game State

Can Modulate

Physical Navigation

Can Be Instantiated By

Dexterity-Based Actions, Player-Location Proximity

Can Be Modulated By

Time Limits

Possible Closure Effects

-

Potentially Conflicting With

Decontextability

History

Updated version of the pattern Player Physical Prowess 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

-