Difference between revisions of "Downtime"
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Anticipation]], | ||
[[Damage]], | [[Damage]], | ||
+ | [[Individual Penalties]], | ||
+ | [[Penalties]], | ||
[[Spectators]], | [[Spectators]], | ||
− | [[Stimulated Planning]] | + | [[Stimulated Planning]] |
==== with [[Ammunition]] ==== | ==== with [[Ammunition]] ==== | ||
Line 54: | Line 47: | ||
=== Can Modulate === | === Can Modulate === | ||
[[Ammunition]], | [[Ammunition]], | ||
+ | [[Closure Points]], | ||
[[Death Consequences]], | [[Death Consequences]], | ||
[[Predictable Consequences]], | [[Predictable Consequences]], | ||
+ | [[Unknown Goals]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
Line 61: | Line 56: | ||
[[Asynchronous Gameplay]], | [[Asynchronous Gameplay]], | ||
[[Camping]], | [[Camping]], | ||
+ | [[Cognitive Engrossment]], | ||
[[Cooldown]], | [[Cooldown]], | ||
[[Cutscenes]], | [[Cutscenes]], | ||
Line 68: | Line 64: | ||
[[Game Masters]], | [[Game Masters]], | ||
[[Game Over]], | [[Game Over]], | ||
+ | [[Game Pauses]], | ||
[[Helplessness]], | [[Helplessness]], | ||
[[Hotseating]], | [[Hotseating]], | ||
Line 75: | Line 72: | ||
[[Rescue]], | [[Rescue]], | ||
[[Resources]], | [[Resources]], | ||
+ | [[Save-Load Cycles]], | ||
[[Social Roles]], | [[Social Roles]], | ||
[[Spawning]], | [[Spawning]], | ||
[[Stimulated Planning]], | [[Stimulated Planning]], | ||
+ | [[Synchronous Games]], | ||
[[Tension]], | [[Tension]], | ||
[[Tiered Participation]], | [[Tiered Participation]], | ||
− | [[ | + | [[Ultra-Powerful Events]], |
+ | [[Weapons]] | ||
[[Analysis Paralysis]] together with [[Turn Taking]] or [[Turn-Based Games]] | [[Analysis Paralysis]] together with [[Turn Taking]] or [[Turn-Based Games]] | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Limited Resources]], | ||
[[Loading Hints]], | [[Loading Hints]], | ||
+ | [[Right Level of Complexity]], | ||
+ | [[Tick-Based Games]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Dedicated Game Facilitators]], | [[Dedicated Game Facilitators]], | ||
+ | [[Engrossment]], | ||
[[Freedom of Choice]], | [[Freedom of Choice]], | ||
+ | [[Negotiation]], | ||
[[Late Arriving Players]], | [[Late Arriving Players]], | ||
+ | [[Limited Planning Ability]], | ||
[[Real-Time Games]], | [[Real-Time Games]], | ||
[[Tension]], | [[Tension]], | ||
− | [[Time Limits]] | + | [[Time Limits]] |
== History == | == History == |
Revision as of 15:10, 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
No-Ops, especially as Extended Actions can create Downtime.
Relations
Can Instantiate
Anticipation, Damage, Individual Penalties, Penalties, Spectators, Stimulated Planning
with Ammunition
with Roleplaying
Can Modulate
Ammunition, Closure Points, Death Consequences, Predictable Consequences, Unknown Goals
Can Be Instantiated By
Ability Losses, Asynchronous Gameplay, Camping, Cognitive Engrossment, Cooldown, Cutscenes, Dedicated Game Facilitators, Development Time, Early Elimination, Game Masters, Game Over, Game Pauses, Helplessness, Hotseating, Interruptibility, Movement Limitations, No-Ops, Rescue, Resources, Save-Load Cycles, Social Roles, Spawning, Stimulated Planning, Synchronous Games, Tension, Tiered Participation, Ultra-Powerful Events, Weapons
Analysis Paralysis together with Turn Taking or Turn-Based Games
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
Limited Resources, Loading Hints, Right Level of Complexity, Tick-Based Games
Possible Closure Effects
-
Potentially Conflicting With
Dedicated Game Facilitators, Engrossment, Freedom of Choice, Negotiation, Late Arriving Players, Limited Planning Ability, Real-Time Games, Tension, Time Limits
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
-