Real Life Activities Affect Game State: Difference between revisions
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== Relations == | == Relations == | ||
[[ | === Can Instantiate === | ||
[[Changes in Perception of Real World Phenomena due to Gameplay]], | |||
[[Extra-Game Input]], | |||
[[Pervasive Gameplay]], | |||
[[Ubiquitous Gameplay]] | [[Ubiquitous Gameplay]] | ||
=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Possible Closure Effects === | === Possible Closure Effects === | ||
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=== 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
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
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