Real World Gameplay Spaces: Difference between revisions
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m moved Real World Game Space to Real World Gameplay Spaces |
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== Consequences == | == Consequences == | ||
[[Events Timed to the Real World]] | [[Events Timed to the Real World]] | ||
[[Game World Navigation]] | |||
[[Game World Exploration]] | |||
[[Pervasive Gameplay]] | |||
== Relations == | == Relations == | ||
Revision as of 09:48, 7 September 2011
...
This pattern is a still a stub.
that the game space/game world is defined as a subsection of the real world
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Events Timed to the Real World
Game World Navigation Game World Exploration Pervasive Gameplay
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>
Acknowledgements
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