Real Life Activities Affect Game State: Difference between revisions

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== Relations ==
== Relations ==
[[Social Adaptability]]
=== Can Instantiate ===
[[Changes in Perception of Real World Phenomena due to Gameplay]],
[[Extra-Game Input]],
[[Pervasive Gameplay]],
[[Ubiquitous Gameplay]]
[[Ubiquitous Gameplay]]
[[Pervasive Gameplay]]
[[Extra-Game Input]]
=== Can Instantiate ===
[[Changes in Perception of Real World Phenomena due to Gameplay]]
==== with ... ====


=== Can Modulate ===
=== Can Modulate ===
-


=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
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=== Can Be Modulated By ===
=== Can Be Modulated By ===
-


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


=== Potentially Conflicting With ===
=== Potentially Conflicting With ===

Revision as of 07:48, 23 August 2012

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

This pattern is a still a stub.

Examples

The energy usage in a household is the primary input to the game Power Explorer, indirectly causing the players' everyday behavior affect the game through how much electrical energy their activities use.

Zombie Run

Anti-Examples

Using the pattern

Player-Location Proximity does not directly make Real Life Activities Affect Game State part of the gameplay of a game, but


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Changes in Perception of Real World Phenomena due to Gameplay, Extra-Game Input, Pervasive Gameplay, Ubiquitous Gameplay

Can Modulate

-

Can Be Instantiated By

Physical Navigation, Player Physical Prowess

Extra-Game Input together with Pervasive Gameplay

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Mimetic Interfaces

History

An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design<ref name="Bjork & Holopainen 2004"/>.

or

New pattern created in this wiki.

References

-

Acknowledgements