Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
en:patterns:equipment [2015/12/18 17:23]
chris
en:patterns:equipment [2021/05/30 11:44] (current)
Line 2: Line 2:
 This is another {{tagpage>​non-pattern}} and is more related to {{tagpage>​general game design}} issues. ​ This is another {{tagpage>​non-pattern}} and is more related to {{tagpage>​general game design}} issues. ​
  
-It concerns the game-related **equipment** that is available to the players. The players use the **equipment** to perform ​action ​in the context of the game. **Equipment** refers to the physical device and its capabilities. When used in a game, it is referred to as [[en:​patterns:​tool|tool]].+It concerns the game-related **equipment** that is available to the players. The players use the **equipment** to perform ​actions ​in the context of the game. **Equipment** refers to the physical device and its capabilities. ​
  
-The term **equipment** may refer to+**Equipment**,​ when used in the context of a game, is referred to as a [[en:​patterns:​tool|tool]]. 
-  - physical equipment, usually devices such as smartphones,​ mobile phones, tablets, glasses etc. These devices might have some or all of the capabilities bellow:+ 
 +The term **equipment** may refer to physical equipment, usually devices such as smartphones,​ mobile phones, tablets, glasses etc. These devices might have some or all of the capabilities bellow:
     * QR scanning device, NFC or RFID scanner     * QR scanning device, NFC or RFID scanner
       * the accompanying QR tags, NFC or RFID tags       * the accompanying QR tags, NFC or RFID tags
Line 20: Line 21:
     * Tactile feedback     * Tactile feedback
  
-The inclusion of this {{tag>​non-pattern}} is due to the different capabilities of the **equipment**. It has consequences in the design of a game and so it is an important factor to take into account. ​+The inclusion of this {{tagpage>​non-pattern}} is due to the different capabilities of the **equipment**. It has consequences in the design of a game and so it is an important factor to take into account. ​
  
 ---- ----