Difference between revisions of "Unsynchronized Game Sessions"
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== Consequences == | == Consequences == | ||
− | + | The primary effect of [[Unsynchronized Game Sessions]] is making it difficult for player to feel [[Togetherness]]. | |
− | [[Togetherness]] | + | |
== Relations == | == Relations == |
Revision as of 09:23, 31 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
--- ref to Asynchronous Gameplay
Can Be Instantiated By
Dedicated Game Facilitators, Drop-In/Drop-Out, Early Leaving Players, Game Servers, Late Arriving Players, Negotiable Game Sessions, Negotiable Play Sessions, Possibility of Graceful Surrender, Surrendering
Game Over together with Multiplayer Games
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
The primary effect of Unsynchronized Game Sessions is making it difficult for player to feel Togetherness.
Relations
Can Instantiate
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Can Modulate
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Can Be Instantiated By
Dedicated Game Facilitators, Drop-In/Drop-Out, Early Leaving Players, Game Servers, Late Arriving Players, Negotiable Game Sessions, Negotiable Play Sessions, Possibility of Graceful Surrender, Surrendering
Game Over together with Multiplayer Games
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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