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Proximity gaming, i.e. close-range wireless network gaming, is being enabled by new handheld devices such as mobile phones, the Sony PSP, and the Nintendo DS. This opens up new gaming possibilities, and the combination of proximity gaming and mobility is particularly exciting. Imagine the kind of ad hoc multiplayer games where people suddenly enter each other's games simply because they're in range.
Why Proximity Gaming Is Interesting
Entering a multiplayer game is normally a formal procedure. The player defines their character, selects which game server to join (or sets up a new game), decides who to play with, and so on, before entering the game. The wirelessness of proximity gaming allows for ad hoc multiplayer games, where people suddenly enter each other's games simply because they're in range.
The Japanese Lovegety was a simple yet powerful demonstration of a proximity service: a device that beeps when a potential partner was nearby, based on a set of preferences.
The ad hocs in turn unleashes several interesting game design aspects, for example that clusters of proximity gaming devices create the illusion of a persistent world game, or viral aspects such as "electronic rumors" that are transmitted to nearby players.
Proximity gaming is also considered an interesting area for the latest handheld game devices. When Sony presented the PlayStation Portable (PSP) during Game Developers Conference (GDC) 2004, proximity gaming was mentioned as an interesting field of next-generation multiplayer gaming.
Game Design Aspects
Given the basic concept of proximity gaming, there are several design choices to be made when designing a proximity game. The following chapter discusses a few design patterns to consider.
Formal vs. ad hoc game sessions
Traditional multiplayer games usually follow a formal structure, but an ad hoc game session in a proximity game is where players automatically join the same game session when their devices are within range of each other. A single-player game seamlessly becomes a multiplayer game, and then returns to single-player mode when the connection is broken. Game characters are defined beforehand. Game rules are either fixed, or negotiated between the devices when merging two game sessions.
Connection and disconnection as game event
If players can move around with the proximity gaming devices, players will constantly connect and disconnect from each other. These events can be used in the game design itself, as an indication of a player entering or leaving a certain range.
A simple application can play a sound or show an animation when another player was nearby. More advanced games could change gameplay mode when someone connects, e.g. change from observation mode to battle mode.
Anonymity
Multiplayer games can be designed to allow anonymous players, where players create an avatar, an alter ego, and masking their true identity. Combining this with ad hoc game sessions, this allows for games where you could suddenly start playing with a stranger. The only thing you would know for certain is that the other player is close enough to be in range.
In a setting where there are many people and where appropriate devices are widespread, it can be an exciting part of the game trying to figure out whom you are playing with in real life.
Next: Mutual Consent
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