Difference between revisions of "Interruptibility"

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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.
 
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.
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For games where
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 +
[[Multiplayer Games]],
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[[Persistent Game Worlds]]
  
  
 
[[Algorithmic Agents]] and [[AI Players]] can support [[Interruptibility]] when they can temporarily replace a player during gameplay.
 
[[Algorithmic Agents]] and [[AI Players]] can support [[Interruptibility]] when they can temporarily replace a player during gameplay.
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 +
=== Can Instantiate ===
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[[Downtime]],
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[[Freedom of Choice]],
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[[Minimalized Social Weight]],
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[[Pervasive Gameplay]],
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[[Tradeoffs]],
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[[Ubiquitous Gameplay]]
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=== Can Modulate ===
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-
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=== Can Be Instantiated By ===
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[[AI Players]],
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[[Algorithmic Agents]],
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[[Asynchronous Games]],
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[[Coupled Games]],
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[[Drop-In/Drop-Out]],
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[[Game Pauses]],
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[[No-Ops]],
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[[Spawning]],
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[[Tick-Based Games]]
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=== Potentially Conflicting With ===
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[[Multiplayer Games]],
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[[Persistent Game Worlds]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Relations ==
 
== Relations ==
[[Tick-Based Games]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Downtime]],  
 
[[Downtime]],  
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[[Game Pauses]],  
 
[[Game Pauses]],  
 
[[No-Ops]],  
 
[[No-Ops]],  
[[Spawning]]
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[[Spawning]],
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[[Tick-Based Games]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 08:26, 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.

Examples

Fallout series

Europa Universalis series Hearts of Iron series

Insectopia

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.

For games where

Multiplayer Games, Persistent Game Worlds


Algorithmic Agents and AI Players can support Interruptibility when they can temporarily replace a player during gameplay.

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, Tick-Based Games

Potentially Conflicting With

Multiplayer Games, Persistent Game Worlds

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, Tick-Based Games

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