Real World Gameplay Spaces: Difference between revisions
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=== Examples === | === Examples === | ||
In one sense all games require ''some'' space in the real world, even if it is through computers or other machines that enable them. | |||
[[:Category:Sports|Sports]] | |||
== Using the pattern == | == Using the pattern == | ||
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[[Game World Navigation]] | [[Game World Navigation]] | ||
[[Game World Exploration]] | [[Game World Exploration]] | ||
== Relations == | == Relations == | ||
[[Crossmedia Gameplay]] | [[Crossmedia Gameplay]] | ||
[[Non-Player Characters]] | [[Non-Player Characters]] | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Alternate Reality Gameplay]], | |||
[[Pervasive Gameplay]], | |||
[[Ubiquitous Gameplay]] | |||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
Revision as of 12:29, 1 October 2011
...
This pattern is a still a stub.
that the game space/game world is defined as a subsection of the real world
Examples
In one sense all games require some space in the real world, even if it is through computers or other machines that enable them.
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Events Timed to the Real World
Game World Navigation Game World Exploration
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Alternate Reality Gameplay, Pervasive Gameplay, Ubiquitous Gameplay
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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