Player Physical Prowess: Difference between revisions
From gdp3
Jump to navigationJump to search
No edit summary |
|||
| Line 24: | Line 24: | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | |||
[[Extra-Game Consequences]], | |||
[[Game Mastery]], | |||
[[Extra-Game Consequences]] | |||
[[Game Mastery]] | |||
[[Real Life Activities Affect Game State]] | [[Real Life Activities Affect Game State]] | ||
=== 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
Can Be Instantiated By
Dexterity-Based Actions, Player-Location Proximity
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
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
-