Difference between revisions of "Interruptibility"
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[[Category:Stub]] | [[Category:Stub]] | ||
[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] | ||
− | '' | + | ''Game structures that allow players to interrupt their gameplay without disrupting the gameplay for others.'' |
This pattern is a still a stub. | This pattern is a still a stub. | ||
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== Using the pattern == | == Using the pattern == | ||
+ | |||
+ | There are two aspects regarding the use of [[Interruptability]] in games. One relates to making it possible to interrupt one's gameplay without ruining the game instances, the other relates to making it possible to interrupt gameplay without suffering negative consequences. | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Relations == | == Relations == | ||
− | |||
[[Game Pauses]] | [[Game Pauses]] | ||
− | |||
− | |||
[[Downtime]] | [[Downtime]] | ||
[[Tradeoffs]] | [[Tradeoffs]] | ||
− | |||
[[Asynchronous Games]] | [[Asynchronous Games]] | ||
[[Late-Arriving Players]] | [[Late-Arriving Players]] | ||
− | |||
[[Coupled Games]] | [[Coupled Games]] | ||
[[Agents]] | [[Agents]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Pervasive Gameplay]] | ||
==== with ... ==== | ==== with ... ==== | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Drop-In/Drop-Out]], | ||
+ | [[Freedom of Choice]], | ||
+ | [[No-Ops]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | [[Multiplayer Games]] | + | [[Multiplayer Games]], |
+ | [[Persistent Game Worlds]] | ||
== History == | == History == |
Revision as of 12:27, 21 February 2012
Game structures that allow players to interrupt their gameplay without disrupting the gameplay for others.
This pattern is a still a stub.
Contents
Examples
Europa Universalis series Hearts of Iron series
Using the pattern
There are two aspects regarding the use of Interruptability in games. One relates to making it possible to interrupt one's gameplay without ruining the game instances, the other relates to making it possible to interrupt gameplay without suffering negative consequences.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Downtime Tradeoffs Asynchronous Games Late-Arriving Players Coupled Games Agents Spawning
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Drop-In/Drop-Out, Freedom of Choice, No-Ops
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
Multiplayer Games, Persistent Game Worlds
History
Updated version of the pattern Interruptibility first described in the report Game Design Patterns for Mobile Games[1].
References
- ↑ Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.
Acknowledgements
Johan Peitz