Artifact-Location Proximity: Difference between revisions
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== Using the pattern == | == Using the pattern == | ||
=== | === Can Modulate === | ||
[[Tools]] | |||
=== | === Can Be Modulated By === | ||
[[Extended Actions]] | |||
== Consequences == | == Consequences == | ||
[[Artifact-Location Proximity]] quite often naturally combines with the [[Delivery]] pattern, and this is likely to cause [[Physical Navigation]] and [[Player-Location Proximity]] to become part of the gameplay. | |||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
==== with [[Delivery]] ==== | ==== with [[Delivery]] ==== | ||
[[Physical Navigation]], | |||
[[Player-Location Proximity]] | [[Player-Location Proximity]] | ||
Revision as of 14:31, 15 June 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
ConQwest Kejsartemplet Momentum
Using the pattern
Can Modulate
Can Be Modulated By
Consequences
Artifact-Location Proximity quite often naturally combines with the Delivery pattern, and this is likely to cause Physical Navigation and Player-Location Proximity to become part of the gameplay.
Relations
Can Instantiate
with Delivery
Physical Navigation, Player-Location Proximity
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
Updated version of the pattern Artifact-Location Proximity 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
Johan Peitz