Difference between revisions of "Downtime"
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[[Hotseating]], | [[Hotseating]], | ||
[[Ubiquitous Gameplay]], | [[Ubiquitous Gameplay]], | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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[[Asynchronous Gameplay]], | [[Asynchronous Gameplay]], | ||
[[Game Over]], | [[Game Over]], | ||
+ | [[Interruptibility]], | ||
+ | [[Rescue]], | ||
[[Resources]], | [[Resources]], | ||
+ | [[Social Roles]], | ||
+ | [[Tiered Participation]], | ||
[[Meta Games]] together with [[Unsynchronized Game Sessions]] | [[Meta Games]] together with [[Unsynchronized Game Sessions]] |
Revision as of 14:32, 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, Characters, Stimulated Planning, Strategic Planning, Tactical Planning, Predetermined Story Structures, Action Programming, 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,
Lives, Player Killing, Death Consequences, Spawning, Camping, Early Elimination, Damage, Loading Hints, Hotseating, Ubiquitous Gameplay,
Can Instantiate
with ...
Can Modulate
-
Can Be Instantiated By
Asynchronous Gameplay, Game Over, Interruptibility, Rescue, Resources, Social Roles, Tiered Participation,
Meta Games together with Unsynchronized Game Sessions
Multiplayer Games together with Permadeath or Player Elimination
Multiplayer Games together with Summary Updates
Multiplayer Games together with Turn-Based Games or Turn Taking
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
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
-