Difference between revisions of "Game Servers"

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[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Platform Patterns]]
 
[[Category:Platform Patterns]]
''Computer systems responsible for running individual game instances.''
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''Computer or mechanical systems responsible for running individual game instances.''
  
This pattern is a still a stub.
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Computer-mediated games need programs to uphold the game state, handle input from players and provide presentations of game events. In many cases they also have to handle various agents that perform actions within the game. [[Game Servers]] is the name of these programs. Game instances can also be maintained by mechanical systems, e.g. pinball machines, so these can also be [[Game Servers]] even if they are not full-fledged computers.
  
 
Note: ''while a computer system can be built to handle several different game instances, this pattern describes the logics that control one game instance. Systems that control more than one game instance and support some form of extra-game communication or interaction are at least partially [[Meta Servers]].''
 
Note: ''while a computer system can be built to handle several different game instances, this pattern describes the logics that control one game instance. Systems that control more than one game instance and support some form of extra-game communication or interaction are at least partially [[Meta Servers]].''
  
 
=== Examples ===
 
=== Examples ===
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The first [[Game Servers]] were developed for playing [[Nim]], [[Tic-Tac-Toe]], and [[Chess]] in the 1940s and 1950s but already in the 19th century did Charles Babbage and Ada Lovelace design concepts for creative mechanical systems for playing [[Tic-Tac-Toe]].
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Pinball
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Arcade
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[[Battlefield series|Battlefield]]
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[[Unreal Tournament series|Unreal Tournament]]
 
[[Quake series]]
 
[[Quake series]]
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[[World of Warcraft]]
 
[[World of Warcraft]]
 
[[Ultima Online]]
 
[[Ultima Online]]

Revision as of 08:36, 22 June 2014

Computer or mechanical systems responsible for running individual game instances.

Computer-mediated games need programs to uphold the game state, handle input from players and provide presentations of game events. In many cases they also have to handle various agents that perform actions within the game. Game Servers is the name of these programs. Game instances can also be maintained by mechanical systems, e.g. pinball machines, so these can also be Game Servers even if they are not full-fledged computers.

Note: while a computer system can be built to handle several different game instances, this pattern describes the logics that control one game instance. Systems that control more than one game instance and support some form of extra-game communication or interaction are at least partially Meta Servers.

Examples

The first Game Servers were developed for playing Nim, Tic-Tac-Toe, and Chess in the 1940s and 1950s but already in the 19th century did Charles Babbage and Ada Lovelace design concepts for creative mechanical systems for playing Tic-Tac-Toe.

Pinball

Arcade

Battlefield Unreal Tournament Quake series

World of Warcraft Ultima Online

Eve Online

FarmVille Candy Crush Saga

Anti-Examples

optional

Using the pattern

Meta Servers Non-Consistent Narration Instances Chat Channels Player Kicking Player Decided Rule Setup Game Lobbies

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Instances, Non-Consistent Narration

with ...

Can Modulate

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Can Be Instantiated By

-

Can Be Modulated By

Chat Channels, Game Lobbies, Meta Servers, Player Decided Rule Setup, Player Kicking

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

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Acknowledgements

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