Difference between revisions of "Interruptible Actions"
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[[Category:Dynamic Patterns]] | [[Category:Dynamic Patterns]] | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
− | ''Actions that can be interrupted before | + | ''Actions that can be interrupted before their effects on the game state have been completely taken place.'' |
− | Just because players have performed, or started to perform, actions does not mean that they will affect the game state. Games that allow actions to be interrupted before they affect the game state, either partially or fully, have Interruptible Actions. | + | Just because players have performed, or started to perform, actions does not mean that they will affect the game state. Games that allow actions to be interrupted before they affect the game state, either partially or fully, have [[Interruptible Actions]]. |
=== Examples === | === Examples === | ||
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== Using the pattern == | == Using the pattern == | ||
− | In Real-Time Games, Interruptible Actions are either Extended Actions with Delayed Effects, so that other actions can be performed before the effect of the Interruptible Actions takes place, or that the interrupting actions can be started before the Interruptible Actions. In Turn-Based Games, special Turn Taking sequences may be necessary to describe in rules for how actions can be interrupted, even though these sequences are skipped in many turns. | + | In Real-Time Games, [[Interruptible Actions]] are either Extended Actions with Delayed Effects, so that other actions can be performed before the effect of the Interruptible Actions takes place, or that the interrupting actions can be started before the Interruptible Actions. In Turn-Based Games, special Turn Taking sequences may be necessary to describe in rules for how actions can be interrupted, even though these sequences are skipped in many turns. |
− | + | Actions that cause [[Irreversible Events]] can be modulated with [[Interruptible Actions]] so that a period of time exists for agents to stop the action. | |
− | In games with Negotiation, for example Trading, | + | This can provided [[Balancing Effects]] in games, e.g. fighting games where players can block attacks or interrupt [[Combos]], so not only the actions available and how they are performed are important but also how one counters them. |
+ | |||
+ | In games with [[Negotiation]], for example the [[Trading]] in [[Settlers of Catan]], [[Interruptible Actions|Interruptible Action]] allows several agents to simultaneously engage in the active but may cause [[Time Pressure]]. | ||
Being able to interrupt an action can be a Privileged Ability. This is most common in card games but can also be found in situations where judges are used to modulate Negotiation. Depending on the game, it may be allowed to interrupt Storytelling and this can be used to make the story into a collaborative action. | Being able to interrupt an action can be a Privileged Ability. This is most common in card games but can also be found in situations where judges are used to modulate Negotiation. Depending on the game, it may be allowed to interrupt Storytelling and this can be used to make the story into a collaborative action. |
Revision as of 14:50, 4 November 2009
Actions that can be interrupted before their effects on the game state have been completely taken place.
Just because players have performed, or started to perform, actions does not mean that they will affect the game state. Games that allow actions to be interrupted before they affect the game state, either partially or fully, have Interruptible Actions.
Contents
Examples
Example: Most fighting games allow players to block opponent's attacks, effectively making the attacks interruptible.
Example: In RoboRally, players choose how their robots should move by deciding a sequence of programming cards. These are the actions the robot will perform, but since other robots' movement may push the robot around, the intended actions are interruptible.
Using the pattern
In Real-Time Games, Interruptible Actions are either Extended Actions with Delayed Effects, so that other actions can be performed before the effect of the Interruptible Actions takes place, or that the interrupting actions can be started before the Interruptible Actions. In Turn-Based Games, special Turn Taking sequences may be necessary to describe in rules for how actions can be interrupted, even though these sequences are skipped in many turns.
Actions that cause Irreversible Events can be modulated with Interruptible Actions so that a period of time exists for agents to stop the action.
This can provided Balancing Effects in games, e.g. fighting games where players can block attacks or interrupt Combos, so not only the actions available and how they are performed are important but also how one counters them.
In games with Negotiation, for example the Trading in Settlers of Catan, Interruptible Action allows several agents to simultaneously engage in the active but may cause Time Pressure.
Being able to interrupt an action can be a Privileged Ability. This is most common in card games but can also be found in situations where judges are used to modulate Negotiation. Depending on the game, it may be allowed to interrupt Storytelling and this can be used to make the story into a collaborative action.
Diegetic Aspects
Text about how the pattern relates to diegetic elements, interface elements, and narrative structures.
Consequences
As completing an Interruptible Action can be a goal in itself, all Interruptible Actions spawn Interferable Goals. In a case where players have multiple Focus Loci, Interruptible Actions that are also Extended Actions may require players to perform Risk/Reward choices on how much Attention Swapping is necessary to ensure completion of the actions.
Relations
Instantiates
Attention Swapping, Interferable Goals, Risk/Reward, Balancing Effects
Modulates
Extended Actions, Trading, Storytelling, Combos, Negotiation, Irreversible Events
Instantiated By
Turn Taking, Privileged Abilities
Modulated By
Potentially Conflicting With
History
An rewrite of the original pattern named Irreversible Actions in the book 'Patterns in Game Design' (Björk & Holopainen, 2004).
References
Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.