Difference between revisions of "Negotiable Play Sessions"
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== Consequences == | == Consequences == | ||
− | By letting players have control over when they play parts of what will become the total gameplay of a game, [[Negotiable Play Sessions]] supports both [[Casual Gameplay|Casual]] and [[Ubiquitous Gameplay]]. | + | Having [[Negotiable Play Sessions]] provides a basis for providing both [[Negotiable Game Sessions]] and [[Negotiable Game Instance Duration]]. By letting players have control over when they play parts of what will become the total gameplay of a game, [[Negotiable Play Sessions]] supports both [[Casual Gameplay|Casual]] and [[Ubiquitous Gameplay]]. |
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Casual Gameplay]], | [[Casual Gameplay]], | ||
+ | [[Negotiable Game Sessions]], | ||
+ | [[Negotiable Game Instance Duration]], | ||
[[Ubiquitous Gameplay]] | [[Ubiquitous Gameplay]] | ||
Revision as of 14:13, 15 August 2012
Support for players to be able to decide how long individual play sessions should be without negatively affecting the outcome of a game.
Many times playing a game is done over several play sessions. Players may have different preferences on how long these should be, and individual players may change their preferences from play session to play session. Games that include design options to let players have varying lengths of their play sessions without disrupting the gameplay progression (but not necessarily the gameplay experience) can be said to have Negotiable Play Sessions.
Contents
Examples
Using the pattern
Negotiable Play Sessions can be supported in several different ways. Turn-Based Games provide natural breaking points for the sessions while Self-Facilitated Games give players control over every step in the update of the game. Game Pauses provide support for players of Single-Player Real-Time Games to interrupt their play sessions, and games that allow Save-Load Cycles let players continue easily between power downs of the systems that run them. Drop-In/Drop-Out gameplay allows players of Multiplayer Real-Time Games to control the lengths of their play sessions without disrupting gameplay for others. Tick-Based Games with long tick (or the use of slowly recharging Budgeted Action Points) let players choose when to play within a tick and for how long.
Finally, Time Limits support Negotiable Play Sessions when players set the limits before starting play sessions even if this does not make the negotiable once they have started.
Consequences
Having Negotiable Play Sessions provides a basis for providing both Negotiable Game Sessions and Negotiable Game Instance Duration. By letting players have control over when they play parts of what will become the total gameplay of a game, Negotiable Play Sessions supports both Casual and Ubiquitous Gameplay.
Relations
Can Instantiate
Casual Gameplay, Negotiable Game Sessions, Negotiable Game Instance Duration, Ubiquitous Gameplay
Can Modulate
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Can Be Instantiated By
Drop-In/Drop-Out, Game Pauses, Save-Load Cycles, Self-Facilitated Games, Tick-Based Games, Time Limits, Turn-Based Games
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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