Artifact-Location Proximity: Difference between revisions

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== Using the pattern ==
== Using the pattern ==


=== Diegetic Aspects ===
=== Can Modulate ===
[[Tools]]


=== Interface Aspects ===
=== Can Be Modulated By ===
 
[[Extended Actions]]
=== Narrative Aspects ===


== Consequences ==
== Consequences ==
[[Artifact-Location Proximity]] quite often naturally combines with the [[Delivery]] pattern, and this is likely to cause [[Physical Navigation]] and [[Player-Location Proximity]] to become part of the gameplay.


== Relations ==
== Relations ==
[[Physical Navigation]]
=== Can Instantiate ===
=== Can Instantiate ===


==== with [[Delivery]] ====
==== with [[Delivery]] ====
[[Physical Navigation]],
[[Player-Location Proximity]]
[[Player-Location Proximity]]



Revision as of 14:31, 15 June 2012

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

This pattern is a still a stub.

Examples

ConQwest Kejsartemplet Momentum

Using the pattern

Can Modulate

Tools

Can Be Modulated By

Extended Actions

Consequences

Artifact-Location Proximity quite often naturally combines with the Delivery pattern, and this is likely to cause Physical Navigation and Player-Location Proximity to become part of the gameplay.

Relations

Can Instantiate

Physical Navigation, Player-Location Proximity

Can Modulate

Tools

Can Be Instantiated By

Can Be Modulated By

Extended Actions

Possible Closure Effects

Potentially Conflicting With

History

Updated version of the pattern Artifact-Location 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