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            "30": {
                "pageid": 30,
                "ns": 0,
                "title": "Real-Time Games",
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                        "*": "[[Category:Dynamic Patterns]]\n[[Category:Patterns]]\n[[Category:Needs references]]\n[[Category:Needs revision]]\n''The progression of game time during play is tied to the progress of real time.''\n\nMost traditional games require the players or some game facilitator to update game states based upon what the players do. This meant that, unlike early sports like wrestling and sprints, the speed by which the gameplay for the games unfolded was not tied to how time passed. However, with the invention of mechanical games, pinball machines and early arcade games, the update of the game state was no longer enforced by humans or laws of nature but by designed systems. These, and the computer games that followed them, thus became [[Real-Time Games]] in the sense that the game system updates automatically without player involvement.\n\n=== Examples ===\nEarly arcade games and computer games, e.g. [[Pac-Man]] and [[Space Invaders]], have enemies constantly acting against the players and requiring them to continuously have the attention on the games. All different kinds of [[:Category:FPS Games|First-Person Shooters games]], e.g. [[Return to Castle Wolfenstein: Enemy Territory]], the [[Left 4 Dead series]], [[Counter-Strike]], and [[Unreal Tournament]] pitch teams of players against each other in real-time virtual battles. Real-time strategy games, such as those in the [[Warcraft series|Warcraft]] and [[StarCraft series]], modify the usually slow pace of strategy games by making the game system continue without player interaction.\n\nSports, [[Eight-ball]], and [[Bowling]] are trivial examples of [[Real-Time Games]] since they rely on the laws of nature to update the game state. However, [[Bowling]], [[Eight-ball]], and many sports divide gameplay into turns ([[Peggle]] does this as well but simulates gravity rather than uses it).\n\n[[Nertz]], [[Speed]], and [[Stress]] are all examples of real-time [[:Category:Card Games|Card Games]].\n\n=== Related Descriptions ===\nWikipedia<ref name=\"wikipedia\"/> has a section on [[Real-Time Games]].\n\n== Using the pattern ==\nThe design of [[Real-Time Games]] is typically achieved through [[Dedicated Game Facilitators]] such as computers or mechanical systems, but isolated parts of a game's gameplay can become real time through simply means such as the use of hour glasses or letting the laws of physics has their course of game components. The latter is typically done by having a gameplay where real-time modes are switched between the players by [[Turn Taking]]. Cue Sports<ref name=\"cue sports\"/> such as [[Eight-ball]], [[Peggle]], and [[Bowling]] are examples of the latter, in that the consequences of each strike is played out through the physical movements of the balls but otherwise the games are not strictly tied to the progress of time; it should be noted that these games are also [[Turn-Based Games]] which shows a way of combining the otherwise incompatible patterns. [[Tick-Based Games]] is another way to combine [[Turn-Based Games|Turn-Based]] and [[Real-Time Games]] where all [[Agents]] actions and all game events are simultaneously updated at regular ticks which have noticeable time between them. Another option it to alternated between real time and another type of updating game state as for example in the computer game [[Space Hulk_(video_game)|Space Hulk]]. Here controlling a marine in real time (including simply doing [[No-Ops]]) allows players to accumulate time (a form of [[Budgeted Action Points]]) in a strategy mode where orders can be given to several members of a squads. During these real-time modes of play, there is obviously no [[Downtime]] for players. [[Synchronous Gameplay]] is well suited for [[Real-Time Games]], while it is also possible that parts of [[Asynchronous Gameplay]] have characteristics of [[Real-Time Games]].\n\nRegardless of how the real time update is achieved it is important to consider how the available player actions must fit with the pace of the game. Simple [[Maneuvering]] combined with [[Aim & Shoot]] in a Game World is a classical example of basic actions available in [[Real-Time Games]] (e.g. [[Asteroids]] and [[Space Invaders]]) where the speed of movement and shots are balanced against the speed of movement of enemies. In general [[Rhythm-Based Actions]] and [[Dexterity-Based Actions]] are common in [[Real-Time Games]], and the latter can easily be created in these through requiring [[Aim & Shoot]] or [[Capture]] activities (so in practice, [[Combat]] can create this as well). [[Stealth]] goals can also create [[Dexterity-Based Actions]] for avoiding the just mentioned activities. All these activities require [[Timing]] of the players to match their actions, including [[No-Ops]], to how the game updates. [[Combat]] and [[Capture]] actions are also often based on correct [[Timing]] (although in real-time strategy games the [[Combat]] between [[Units]] typically resembles the that from [[Turn-Based Games]] and [[Tick-Based Games]]). Actions requiring reflection or [[Tactical Planning]], e.g. [[Action Programming]], can also be used but may easily provide [[Tension]] since they often need to be done under time pressure.\n\nIf players are provided with [[Communication Channels]] to support gameplay, it is important to consider the characteristics of the [[Communication Channels]] to appropriately map the pace of required [[Social Interaction]] to the pace of the game itself. For example, text chatting in fast team-oriented first-person shooters is not necessarily the preferred communication method for the players. \n\n[[Disruption of Focused Attention]] can be used in [[Real-Time Games]] to create [[Challenging Gameplay]] as well as to provide more [[Varied Gameplay]], e.g by having [[Tactical Planning]]. The UFO in [[Asteroids]] is a good example of this kind of gameplay modification, and many other games use rapid [[Attention Swapping]] as one of the basic challenges of the game. Other ways to make gameplay more difficult in [[Real-Time Games]] is through the [[Optional Goals]] of [[Speedruns]].\n\nSome [[Real-Time Games]] offer players the possibility to stop gameplay through [[Game Pauses]] or [[Option Interfaces]] to modify the update pace of the game. Besides progressing narratives, [[Cutscenes]] give the possibility for the system to give players breaks from the need to constantly follow the gameplay. [[Private Game Spaces]] support this partially for individual players, while [[Drop-In/Drop-Out]] (possibly being replaced by [[AI Players]]) supports it completely. [[Real-Time Games]] with [[Game Time Manipulation]] can allow players actions that manipulate how time progresses in the game through speeding it up or down, it can also reverse it for some parts of the game (as [[Braid]] is an example of). \n\n=== Interface Aspects ===\n[[Real-Time Games]] can be difficult to make work in [[Multiplayer Games]] where the players are supposed to be able to move independently and only one screen is available to all players. [[Split-Screen Views]] is the typical solution to this.\n\n== Consequences ==\n[[Real-Time Games]] do not require player actions for the game state to update, as the game system can perform such simply based on the passing of real time. This makes all [[Real-Time Games]] provide the possibility of [[No-Ops]] for players and in one sense all [[Real-Time Games]] are self-running interactive simulations in which the players may participate. Somewhat paradoxical to this, [[Real-Time Games]] are always have [[Attention Demanding Gameplay]] since they either require [[Timing]] of players or that they react within a certain [[Time Limits]]. This enforces [[Limited Planning Ability]] which makes it difficult for players to maintain [[Analysis Paralysis]] and counters [[Stimulated Planning]]. When players need to do some form of planning, i.e. the game has [[Tactical Planning]], [[Real-Times Games]] can easily create [[Tension]] since one may not feel that one has enough time - one example of a planning activity that can produce this effect is [[Action Programming]].\n\n[[Real-Time Games]] naturally give rise to the pattern [[The Show Must Go On]] and opens up for [[FUBAR Enjoyment]] (especially when combined with [[Challenging Gameplay]]), even in the cases where the players can use [[Game Pauses]] or other methods of suspending game time, such as [[Save-Load Cycles]]. Likewise, [[Extended Actions]] are easily achieved although they tend to also be [[Interruptible Actions]]. Since players need to focus their attention on what is happening in the game world and how they move in it, [[Real-Time Games]] can lead to [[Sensory-Motoric Engrossment]] and [[Spatial Engrossment]]. While this may link players attention to the game, [[Real-Time Games]] can linked to the real world by having their [[Events Timed to the Real World]].\n\nMaking a game play out in real time can radically affect the possibilities for [[Social Interaction]] since this requires [[Attention Swapping]] and may cause [[Disruption of Focused Attention]]. Likewise, it may shift the feeling of [[Togetherness]] from one based on verbal interaction to one based upon embodied interaction.\n\n[[Combos]] in [[Real-Time Games]] that depend on [[Timing]], which is normally the case since most actions depend on [[Timing]] in one sense or another, can give rise to [[Clickability]] in the game.\n\nBesides [[Tick-Based Games]], [[Real-Time Games]] are difficult to combine with [[Turn Taking]] and [[Turn-Based Games]]. This also makes patterns relying heavily of turn orders, e.g. [[Token Placement]], \ndifficult to use with [[Real-Times Games]].\n\n== Relations ==\n=== Can Instantiate ===\n[[Aim & Shoot]], \n[[Attention Demanding Gameplay]], \n[[Events Timed to the Real World]],\n[[Extended Actions]], \n[[FUBAR Enjoyment]], \n[[No-Ops]], \n[[Sensory-Motoric Engrossment]], \n[[Spatial Engrossment]], \n[[The Show Must Go On]], \n[[Time Limits]], \n[[Timing]]\n\n==== with [[Action Programming]] or [[Tactical Planning]] ====\n[[Tension]]\n\n==== with [[Aim & Shoot]], [[Capture]], [[Combat]], or [[Stealth]] ====\n[[Dexterity-Based Actions]]\n\n==== with [[Movement]] ====\n[[Maneuvering]]\n\n=== Can Modulate ===\n[[Asynchronous Gameplay]], \n[[Capture]], \n[[Combat]], \n[[Disruption of Focused Attention]], \n[[Limited Planning Ability]], \n[[Social Interaction]], \n[[Synchronous Gameplay]], \n[[Tactical Planning]], \n[[Togetherness]], \n[[Turn-Based Games]]\n\n==== with [[Combos]] and [[Timing]] ====\n[[Clickability]]\n\n=== Can be Instantiated By ===\n[[Dedicated Game Facilitators]]\n\n=== Can be Modulated By ===\n[[Action Programming]], \n[[Attention Swapping]], [[Budgeted Action Points]], \n[[Communication Channels]], [[Cutscenes]], [[Dexterity-Based Actions]], \n[[Drop-In/Drop-Out]], \n[[Game Pauses]], \n[[Game Time Manipulation]], \n[[Private Game Spaces]], [[Rhythm-Based Actions]], [[Save-Load Cycles]], [[Speedruns]], \n[[Split-Screen Views]],\n[[Tactical Planning]], \n[[Tick-Based Games]], \n[[The Show Must Go On]]\n\n=== Possible Closure Effects ===\n-\n\n=== Potentially Conflicting With ===\n[[Analysis Paralysis]], \n[[Token Placement]], \n[[Turn Taking]], [[Turn-Based Games]], [[Downtime]], [[Stimulated Planning]]\n\n== History ==\nA revised version of the pattern that was part of the original collection in the book ''Patterns in Game Design''<ref name=\"Bjork & Holopainen 2004\"/>.\n\n== References ==\n<references>\n<ref name=\"cue sports\">[http://en.wikipedia.org/wiki/Cue_sport Wikipedia entry on cue sports]</ref>\n<ref name=\"Bjork & Holopainen 2004\">Bj\u00f6rk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref>\n<ref name=\"wikipedia\">[http://en.wikipedia.org/wiki/Real-time_games#Real-time Wikipedia entry on Time-keeping systems in games]</ref>\n</references>"
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            "1277": {
                "pageid": 1277,
                "ns": 0,
                "title": "Real Life Activities Affect Game State",
                "revisions": [
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                        "*": "[[Category:Pervasive Patterns]]\n[[Category:Patterns]]\n[[Category:To be Published]]\n[[Category:Needs revision]]\n[[Category:Needs references]]\n''Gameplay where real world activities done for other purposes than playing the game provide input to the game state.''\n\nActivities performed in game are typically activities done specifically to affect the games. However, some games do take the activities done for other purposes and use them as input for changing the game state and those that do so have the pattern [[Real Life Activities Affect Game State]].\n\n=== Examples ===\nThe energy usage in a household is the primary input to the game [[Power Explorer]], indirectly causing the players' everyday behavior affect the game through how much electrical energy their activities use.\n\n[[Zombies, Run!]] takes the physical exercise players do when jogging as input, letting players be able to gather resources to be used in the zombie apocalypse the game takes place in.\n\nWhile [[Conspiracy for Good]] makes charity work and donations part of its gameplay, it is a weak example of [[Real Life Activities Affect Game State]] since it only does so at specific points in the game and it is design to make people be more charitable rather than make use of the charity work players already do.\n\n==== Anti-Examples ====\nThe [[Rock Band series]] and Wii games such as [[Wii Sports]] are not examples of [[Real Life Activities Affect Game State]] even if they may cause players to become excited and exhausted. This since the activities performed are caricatures of certain real world activities rather than examples of the actual real world activities.\n\n== Using the pattern ==\nImplementing [[Real Life Activities Affect Game State]] consists of deciding which real world activities to use and how to measure or translate the activities to game state changes. While [[Game Masters]] or [[Umpires]] can let the input to the game state be qualitative and can change the mapping on the fly, technology-based systems can let games do their real world activities with a greater sense of privacy. [[Player-Location Proximity]], [[Player-Player Proximity]] and other similar patterns do not directly make [[Real Life Activities Affect Game State]] part of the gameplay of a game, but patterns related to it such as [[Physical Navigation]]  and [[Player Physical Prowess]] can when they are consequences of real world activities.\n\n[[Real Life Activities Affect Game State]] can typically be created through [[Extra-Game Input]] together with [[Pervasive Gameplay]].\n\n=== Interface Aspects ===\nUsing [[Real Life Activities Affect Game State]] typically require the use of some sensing technology or [[Dedicated Game Facilitators]] to observe the activities since requiring players to do this disrupts the activities (and fake input can be given).\n\n== Consequences ==\n[[Real Life Activities Affect Game State]] is a form of [[Extra-Game Input]], and one which makes [[Pervasive Gameplay|Pervasive]] and [[Ubiquitous Gameplay]] possible. Since [[Real Life Activities Affect Game State]] rewards those good at certain real world activities, knowledge of how to do those activities is beneficial for gameplay. This also leads to games having this pattern to be likely to have the pattern [[Real World Knowledge Advantages]]. However, doing the activities with another purpose added may make players consider the activities in new ways, so the pattern can also give rise to [[Changes in Perception of Real World Phenomena due to Gameplay]]. \n\n[[Real Life Activities Affect Game State]] is difficult to combine with [[Mimetic Interfaces]] since one pattern deals with making real world activities into gameplay actions while the other makes mimicking real world activities into gameplay actions.\nFurther, since this pattern makes explicit use of what the player does, it works against [[Actor Detachment]] in the sense of players' characteristics outside a game should not affect how he or she is perceived in the game.\n\nRather obviously but rarely a practical problem, games using [[Real Life Activities Affect Game State]] put additional requirements on designing [[Robotic Players]].\n\n== Relations ==\n=== Can Instantiate ===\n[[Changes in Perception of Real World Phenomena due to Gameplay]], \n[[Extra-Game Input]], \n[[Pervasive Gameplay]], \n[[Real World Knowledge Advantages]], \n[[Ubiquitous Gameplay]]\n\n=== Can Modulate ===\n[[Robotic Players]]\n\n=== Can Be Instantiated By ===\n[[Game Masters]], \n[[Physical Navigation]], \n[[Player Physical Prowess]], \n[[Umpires]]\n\n[[Extra-Game Input]] together with [[Pervasive Gameplay]]\n\n=== Can Be Modulated By ===\n-\n\n=== Possible Closure Effects ===\n-\n\n=== Potentially Conflicting With ===\n[[Actor Detachment]], \n[[Mimetic Interfaces]]\n\n== History ==\nUpdated version of the pattern ''Real Life Activities Affect Game State'' first described in the report ''Game Design Patterns for Mobile Games''<ref name=\"Davidsson2004\"/>.\n\n== References ==\n<references>\n<ref name=\"Davidsson2004\">Davidsson, O., Peitz, J. & Bj\u00f6rk, S. (2004). ''Game Design Patterns for Mobile Games''. Project report to Nokia Research Center, Finland.</ref>\n</references>\n\n== Acknowledgements ==\n-"
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