Difference between revisions of "Interruptibility"

From gdp3
Jump to: navigation, search
Line 7: Line 7:
 
[[Category:Stub]]
 
[[Category:Stub]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''The one-sentence "definition" that should be in italics.''
+
''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.
Line 22: Line 22:
  
 
== 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 ===
Line 32: Line 34:
  
 
== Relations ==
 
== Relations ==
[[Freedom of Choice]]
 
  
 
[[Game Pauses]]
 
[[Game Pauses]]
  
[[Pervasive Gameplay]]
 
  
[[Drop-In/Drop-Out]]
 
  
 
[[Downtime]]
 
[[Downtime]]
 
[[Tradeoffs]]
 
[[Tradeoffs]]
[[Persistent Game Worlds]]
 
 
[[Asynchronous Games]]
 
[[Asynchronous Games]]
 
[[Late-Arriving Players]]
 
[[Late-Arriving Players]]
[[No-Ops]]
 
 
[[Coupled Games]]
 
[[Coupled Games]]
 
[[Agents]]
 
[[Agents]]
Line 52: Line 49:
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Pervasive Gameplay]]
  
 
==== with ... ====
 
==== with ... ====
Line 58: Line 56:
  
 
=== 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 ===
Line 64: Line 65:
  
 
=== 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.

Examples

Fallout series

Europa Universalis series Hearts of Iron series

Insectopia

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

Game Pauses


Downtime Tradeoffs Asynchronous Games Late-Arriving Players Coupled Games Agents Spawning


Can Instantiate

Pervasive Gameplay

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

  1. Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.

Acknowledgements

Johan Peitz