Chapter 9 in Montola, M et al ~ Pervasive Games
181
“In a pervasive game, we desire to make players feel that the game extends beyond the tiny screen, creating a world that is integrated with the ordinary world, and that the players are able to act in this world through their device interaction. Player and game world identification, player-to-player interaction, especially when the game supports the formation of communities, and many of the design strategies described later in the chapter enhance this sense of presence.”
182
“By making the player a game character, […] games are able to create a strong relationship between the surrounding environment and what is shown on the screen of the phone.” Does this only apply to games? Games are but a part of an entertainment architecture.”
184
“[Player communities] tend to emerge in any game that is sufficiently successful for a longer period of time. […] Once a player feels part of a community, she is likely to continue to play. […] Being part of a game community extends the presence of the game outside play sessions. […] A player does not have to interact actively with a community for the community to be meaningful. […] An additional opportunity is to show traces of other players’ activities in the real world. […] This way the players get the feeling that there are other active players, increasing their commitment to the game.”
187
“[…] Sometimes pushed messages feel like spam, they can be stressful when urging the player to go online when they cannot, and it can also incur high costs for the player or organizer.”
“An important issue is deciding what game events are communicated to the player. The basic rule is that the player should be notified about anything that would have caused her to act if she had been playing. However, the amount of messages should not be overwhelming because this can disturb the player or cause her to start ignoring messages.”
188
“[…] the player should never feel alone in the game […], even if players might rarely be online at the same time.”
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