Difference between revisions of "Interruptibility"
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== Relations == | == Relations == | ||
[[Tick-Based Games]] | [[Tick-Based Games]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Downtime]], | [[Downtime]], | ||
+ | [[Freedom of Choice]], | ||
+ | [[Minimalized Social Weight]], | ||
[[Pervasive Gameplay]], | [[Pervasive Gameplay]], | ||
[[Tradeoffs]], | [[Tradeoffs]], | ||
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[[Coupled Games]], | [[Coupled Games]], | ||
[[Drop-In/Drop-Out]], | [[Drop-In/Drop-Out]], | ||
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[[Game Pauses]], | [[Game Pauses]], | ||
[[No-Ops]], | [[No-Ops]], |
Revision as of 08:20, 21 August 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.
Algorithmic Agents and AI Players can support Interruptibility when they can temporarily replace a player during gameplay.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Downtime, Freedom of Choice, Minimalized Social Weight, Pervasive Gameplay, Tradeoffs, Ubiquitous Gameplay
Can Modulate
-
Can Be Instantiated By
AI Players, Algorithmic Agents, Asynchronous Games, Coupled Games, Drop-In/Drop-Out, 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