Difference between revisions of "Interruptibility"
Line 35: | Line 35: | ||
== Relations == | == Relations == | ||
− | |||
− | + | [[Late Arriving Players]] | |
− | + | ||
− | + | [[AI Players]] | |
− | [[Late | + | |
− | [[ | + | |
=== Can Instantiate === | === Can Instantiate === | ||
− | [[Pervasive Gameplay]] | + | [[Downtime]], |
+ | [[Pervasive Gameplay]], | ||
+ | [[Tradeoffs]] | ||
=== Can Modulate === | === Can Modulate === | ||
Line 50: | Line 49: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Asynchronous Games]], | ||
+ | [[Coupled Games]], | ||
[[Drop-In/Drop-Out]], | [[Drop-In/Drop-Out]], | ||
[[Freedom of Choice]], | [[Freedom of Choice]], | ||
+ | [[Game Pauses]], | ||
[[No-Ops]], | [[No-Ops]], | ||
[[Spawning]] | [[Spawning]] |
Revision as of 12:36, 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 Interruptibility 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
Can Instantiate
Downtime, Pervasive Gameplay, Tradeoffs
Can Modulate
-
Can Be Instantiated By
Asynchronous Games, Coupled Games, Drop-In/Drop-Out, Freedom of Choice, Game Pauses, No-Ops, Spawning
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