Difference between revisions of "Downtime"

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(Relations)
(Relations)
Line 31: Line 31:
 
Instantiates: Individual Penalties, Anticipation, Penalties, Tension
 
Instantiates: Individual Penalties, Anticipation, Penalties, Tension
  
Modulates: Damage, Unknown Goals, Multiplayer Games, Closure Points, Consistent Reality Logic, Single-Player Games
+
Modulates: Damage, Unknown Goals, 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
+
Instantiated by: Early Elimination, Spectators, Extended Actions, Cognitive Immersion, Movement Limitations, 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
 
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
+
Potentially conflicting with: Ephemeral Goals, Real-Time Games, Negotiation, Freedom of Choice, Game Masters, Limited Planning Ability, Immersion
  
 
[[Interruptible Actions]],  
 
[[Interruptible Actions]],  
Line 51: Line 51:
 
[[Stimulated Planning]],  
 
[[Stimulated Planning]],  
 
[[Strategic Planning]],  
 
[[Strategic Planning]],  
[[Tactical Planning]],
 
 
[[Predetermined Story Structures]],  
 
[[Predetermined Story Structures]],  
 
[[Action Programming]],  
 
[[Action Programming]],  
Line 64: Line 63:
 
[[Memorizing]],  
 
[[Memorizing]],  
 
[[Helplessness]],  
 
[[Helplessness]],  
[[Cooldown]],
 
[[Weapons]],
 
[[Ammunition]],
 
[[Temporal Consistency]],
 
[[Predictable Consequences]],
 
[[Movement Limitations]],
 
[[Ability Losses]],
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Damage]],  
 
[[Damage]],  
 
[[Spectators]],  
 
[[Spectators]],  
 +
 +
==== with [[Ammunition]] ====
 +
[[Tactical Planning]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 
[[Death Consequences]],  
 
[[Death Consequences]],  
 +
[[Predictable Consequences]],
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Ability Losses]],
 
[[Asynchronous Gameplay]],  
 
[[Asynchronous Gameplay]],  
 
[[Camping]],  
 
[[Camping]],  
 +
[[Cooldown]],
 
[[Early Elimination]],  
 
[[Early Elimination]],  
 
[[Game Over]],  
 
[[Game Over]],  
 
[[Hotseating]],  
 
[[Hotseating]],  
 
[[Interruptibility]],  
 
[[Interruptibility]],  
 +
[[Movement Limitations]],
 
[[Rescue]],  
 
[[Rescue]],  
 
[[Resources]],  
 
[[Resources]],  
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[[Spawning]],  
 
[[Spawning]],  
 
[[Tiered Participation]],  
 
[[Tiered Participation]],  
 +
[[Weapons]],
  
 
[[Meta Games]] together with [[Unsynchronized Game Sessions]]
 
[[Meta Games]] together with [[Unsynchronized Game Sessions]]

Revision as of 14:40, 5 March 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

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, Closure Points, Consistent Reality Logic, Single-Player Games

Instantiated by: Early Elimination, Spectators, Extended Actions, Cognitive Immersion, Movement Limitations, 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: Ephemeral Goals, Real-Time Games, Negotiation, Freedom of Choice, Game Masters, 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, Predetermined Story Structures, Action Programming, Late Arriving Players, Gossip, Cutscenes, Ephemeral Goals, Self-Facilitated Games, Game Masters, No-Ops, Development Time, Memorizing, Helplessness,

Can Instantiate

Damage, Spectators,

with Ammunition

Tactical Planning

Can Modulate

Death Consequences, Predictable Consequences,

Can Be Instantiated By

Ability Losses, Asynchronous Gameplay, Camping, Cooldown, Early Elimination, Game Over, Hotseating, Interruptibility, Movement Limitations, Rescue, Resources, Social Roles, Spawning, Tiered Participation, Weapons,

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

Loading Hints,

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-