Design patterns
The design patterns are an open collection that can be applied in the design of location-based mobile games. The design patterns are design elements that can support ideation and concept generation.
They can be used alongside the heuristics or the design framework or alone.
Each design pattern contains a description and links to other patterns or design heuristics.
This is still work in progresss. Content may be still draft or in greek.
List of patterns that require review
The patterns
- Balance cooperation and competition
- Competition
- Competition for limited resources
- Cooperation
- Player differentiation, player roles
- Σχηματισμός ομάδων
- Balance challenge and available options
- Help and support
- Interaction in virtual space
- Primitive actions
- Against time
- Bluff
- Co-locality
- Collecting
- Combine objects
- Conquer-defend
- Επιδεξιότητα
- Economic transactions
- Exploring
- Fog of war
- Information awareness
- Locating
- Obstruction
- Εύρεση μονοπατιού
- Proximity
- Puzzle
- Sabotage
- Score
- Κλοπή
- Συγχρονικότητα
- Μεταφορά αντικειμένου
- Actions influence narrative
- Climax
- Αφηγηματικό υπόβαθρο
- Αφηγηματική ροή
- Ψηφιακός χαρακτήρας (non-player character - NPC)
- Balance challenge and available options
- Benaki MuseumScrabble (BMS)
- Based on: Board games
- Digital object
- Ending condition
- Immersion mechanisms
- Συντονιστής / game master
- MuseumQuest
- MuseumScrabble
- Performance
- Invisible city: Rebels vs. Spies
- Street games
- Χρονική δομή
- Εργαλεία
- Προέλευση από: Βιντεοπαιχνίδι
Background
The design patterns emerged from the content-analysis of the game design documents. The game design documents are the product of game design workshops. The workshops took place on a number of occasions with participants with varying backgrounds (game designers, interaction designer, experts in game based learning, engineers, education experts, cultural heritage experts).