Real Life Activities Affect Game State: Difference between revisions
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== Relations == | == Relations == | ||
[[Social Adaptability]] | |||
[[Ubiquitous Gameplay]] | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Changes in Perception of Real World Phenomena due to Gameplay]] | [[Changes in Perception of Real World Phenomena due to Gameplay]] | ||
Revision as of 10:46, 22 August 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Social Adaptability Ubiquitous Gameplay
Can Instantiate
Changes in Perception of Real World Phenomena due to Gameplay
with ...
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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