Hybrid Gameplay Spaces: Difference between revisions
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== Relations == | == Relations == | ||
=== Can Instantiate === | |||
[[Extra-Game Input]], | |||
[[Pervasive Gameplay]] | [[Pervasive Gameplay]] | ||
==== with ... ==== | ==== with ... ==== | ||
| Line 45: | Line 40: | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Configurable Gameplay Areas]], | |||
[[Player-Avatar Proximity]] | [[Player-Avatar Proximity]] | ||
Revision as of 13:52, 10 April 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Human PacMan Boktai (?)
Using the pattern
Augmented Reality
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Extra-Game Input, Pervasive Gameplay
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Configurable Gameplay Areas, Player-Avatar Proximity
Possible Closure Effects
Potentially Conflicting With
History
Updated and renamed version of the pattern Hybrid Spaces 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
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