Difference between revisions of "Downtime"
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== Relations == | == Relations == | ||
+ | Instantiates: Individual Penalties, Anticipation, Penalties, Tension | ||
+ | |||
+ | Modulates: Damage, Unknown Goals, Multiplayer Games, Closure Points, Consistent Reality Logic, Single-Player Games | ||
+ | |||
+ | Instantiated by: Early Elimination, Spectators, Extended Actions, Cognitive Immersion, Movement Limitations, Multiplayer Games, Turn-Based Games, Synchronous Games, Asynchronous Games, Analysis Paralysis, Ultra-Powerful Events, Save-Load Cycles, Cut Scenes, Ability Losses, Spawning, Turn Taking, Player Killing, Player Elimination, Game Pauses | ||
+ | |||
+ | Modulated by: Tick-Based Games, Dedicated Game Facilitators, Right Level of Complexity, Limited Resources, Game Masters | ||
+ | |||
+ | Potentially conflicting with: Time Limits, Ephemeral Goals, Real-Time Games, Negotiation, Tension, Freedom of Choice, Game Masters, Dedicated Game Facilitators, Limited Planning Ability, Immersion | ||
+ | |||
+ | [[Interruptible Actions]] | ||
+ | [[Analysis Paralysis]] | ||
+ | [[Real-Time Games]] | ||
+ | [[Time Limits]] | ||
+ | [[Extended Actions]] | ||
+ | [[Tension]] | ||
+ | [[Dedicated Game Facilitators]] | ||
+ | [[Avatars]] | ||
+ | [[Combos]] | ||
+ | [[Turn-Based Games]] | ||
+ | [[Turn Taking]] | ||
+ | [[Characters]] | ||
+ | [[Stimulated Planning]] | ||
+ | [[Strategic Planning]] | ||
+ | [[Tactical Planning]] | ||
+ | [[Predetermined Story Structures]] | ||
+ | [[Action Programming]] | ||
+ | [[Multiplayer Games]] | ||
+ | [[Late Arriving Players]] | ||
+ | [[Gossip]] | ||
+ | [[Cutscenes]] | ||
+ | [[Ephemeral Goals]] | ||
+ | [[Self-Facilitated Games]] | ||
+ | [[Game Masters]] | ||
+ | [[No-Ops]] | ||
+ | [[Development Time]] | ||
+ | [[Memorizing]] | ||
+ | [[Helplessness]] | ||
+ | [[Cooldown]] | ||
+ | [[Weapons]] | ||
+ | [[Ammunition]] | ||
+ | [[Temporal Consistency]] | ||
+ | [[Predictable Consequences]] | ||
+ | [[Movement Limitations]] | ||
+ | [[Ability Losses]] | ||
+ | [[Permadeath]] | ||
+ | [[Lives]] | ||
+ | [[Player Killing]] | ||
+ | [[Player Elimination]] | ||
+ | [[Death Consequences]] | ||
+ | [[Spawning]] | ||
+ | [[Camping]] | ||
+ | [[Early Elimination]] | ||
+ | [[Damage]] | ||
+ | [[Loading Hints]] | ||
+ | [[Hotseating]] | ||
+ | [[Ubiquitous Gameplay]] | ||
+ | [[Meta Games]] | ||
+ | [[Rescue]] | ||
+ | [[Interruptibility]] | ||
+ | [[Social Roles]] | ||
+ | [[Minimalized Social Weight]] | ||
+ | [[Tiered Participation]] | ||
+ | [[Spectators]] | ||
+ | [[Summary Updates]] | ||
+ | [[Resources]] | ||
+ | [[Game Over]] | ||
+ | [[Unsynchronized Game Sessions]] | ||
+ | [[Asynchronous Gameplay]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 13:52, 5 March 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
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Individual Penalties, Anticipation, Penalties, Tension
Modulates: Damage, Unknown Goals, Multiplayer Games, Closure Points, Consistent Reality Logic, Single-Player Games
Instantiated by: Early Elimination, Spectators, Extended Actions, Cognitive Immersion, Movement Limitations, Multiplayer Games, Turn-Based Games, Synchronous Games, Asynchronous Games, Analysis Paralysis, Ultra-Powerful Events, Save-Load Cycles, Cut Scenes, Ability Losses, Spawning, Turn Taking, Player Killing, Player Elimination, Game Pauses
Modulated by: Tick-Based Games, Dedicated Game Facilitators, Right Level of Complexity, Limited Resources, Game Masters
Potentially conflicting with: Time Limits, Ephemeral Goals, Real-Time Games, Negotiation, Tension, Freedom of Choice, Game Masters, Dedicated Game Facilitators, Limited Planning Ability, Immersion
Interruptible Actions Analysis Paralysis Real-Time Games Time Limits Extended Actions Tension Dedicated Game Facilitators Avatars Combos Turn-Based Games Turn Taking Characters Stimulated Planning Strategic Planning Tactical Planning Predetermined Story Structures Action Programming Multiplayer Games Late Arriving Players Gossip Cutscenes Ephemeral Goals Self-Facilitated Games Game Masters No-Ops Development Time Memorizing Helplessness Cooldown Weapons Ammunition Temporal Consistency Predictable Consequences Movement Limitations Ability Losses Permadeath Lives Player Killing Player Elimination Death Consequences Spawning Camping Early Elimination Damage Loading Hints Hotseating Ubiquitous Gameplay Meta Games Rescue Interruptibility Social Roles Minimalized Social Weight Tiered Participation Spectators Summary Updates Resources Game Over Unsynchronized Game Sessions Asynchronous Gameplay
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Downtime that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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