Difference between revisions of "Negotiable Game Sessions"
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There is no natural ending point for [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]] or [[Call of Cthulhu]] as long as the game master and enough players are willing to continue. This gives these games a weak form of [[Negotiable Game Sessions]]. | There is no natural ending point for [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]] or [[Call of Cthulhu]] as long as the game master and enough players are willing to continue. This gives these games a weak form of [[Negotiable Game Sessions]]. | ||
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+ | MUD | ||
+ | MMORPGs | ||
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== Using the pattern == | == Using the pattern == | ||
Several factors affect if a game supports [[Negotiable Game Sessions]]. | Several factors affect if a game supports [[Negotiable Game Sessions]]. | ||
− | [[Multiplayer Games]] complicates the issue of having [[Negotiable Game Sessions]] since the | + | [[Multiplayer Games]] complicates the issue of having [[Negotiable Game Sessions]] since it either requires that all players can - and do - align their game sessions or that the game system supports unsynchronized game sessions. While this makes basic forms of [[Multiplayer Games]] work against the pattern, [[Self-Facilitated Games]] and [[Drop-In/Drop-Out]] respectively show how these requirements can be supported. |
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[[Sidequests]] | [[Sidequests]] | ||
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[[Negotiable Play Sessions]] | [[Negotiable Play Sessions]] | ||
[[Time Limits]] | [[Time Limits]] | ||
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
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[[Negotiable Play Sessions]] | [[Negotiable Play Sessions]] | ||
[[Time Limits]] | [[Time Limits]] | ||
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[[Single-Player Games]] | [[Single-Player Games]] | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Drop-In/Drop-Out]], | ||
+ | [[Self-Facilitated Games]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 09:30, 16 August 2012
Support for players to have complete gameplay experiences while having influence over the time need and without negatively affecting other players gameplay experience.
Players of any game may have preferences on how long the game should take to complete, and this may change between each time the game is played. Games that allow players to influence the time taken to play through them can be said to have Negotiable Game Sessions.
Note: This pattern is based upon the Game Sessions concept from the activity-based framework used for developing the original gameplay design patterns collection.
Contents
Examples
Sandbox Games such as Dwarf Fortress, Minecraft, and Sims series does not force players to strive towards winning conditions and can for this reason continue to be played for as long as players find them interesting. Even those that have more explicit winning conditions, e.g. the Elder Scrolls series and the Grand Theft Auto series, have Negotiable Game Sessions when they let players continue playing after the game is won.
There is no natural ending point for Tabletop Roleplaying Games such as Dungeons & Dragons or Call of Cthulhu as long as the game master and enough players are willing to continue. This gives these games a weak form of Negotiable Game Sessions.
MUD MMORPGs
Using the pattern
Several factors affect if a game supports Negotiable Game Sessions.
Multiplayer Games complicates the issue of having Negotiable Game Sessions since it either requires that all players can - and do - align their game sessions or that the game system supports unsynchronized game sessions. While this makes basic forms of Multiplayer Games work against the pattern, Self-Facilitated Games and Drop-In/Drop-Out respectively show how these requirements can be supported.
Sandbox Gameplay Negotiable Play Sessions Time Limits
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Speed Runs Sandbox Gameplay Negotiable Play Sessions Time Limits Single-Player Games
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Drop-In/Drop-Out, Self-Facilitated Games
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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