Difference between revisions of "Downtime"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
Instantiates: [[Individual Penalties]], [[Anticipation]], [[Penalties]]
 
 
Modulates: [[Unknown Goals]], [[Closure Points]],
 
 
Instantiated by: [[Cognitive Engrossment]], [[Synchronous Games]], [[Ultra-Powerful Events]], [[Save-Load Cycles]], [[Game Pauses]]
 
 
Modulated by: [[Tick-Based Games]], [[Right Level of Complexity]], [[Limited Resources]]
 
 
Potentially conflicting with: [[Negotiation]], [[Limited Planning Ability]], [[Engrossment]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Anticipation]],
 
[[Damage]],  
 
[[Damage]],  
 +
[[Individual Penalties]],
 +
[[Penalties]],
 
[[Spectators]],  
 
[[Spectators]],  
[[Stimulated Planning]],
+
[[Stimulated Planning]]  
  
 
==== with [[Ammunition]] ====
 
==== with [[Ammunition]] ====
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=== 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 ===
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[[Asynchronous Gameplay]],  
 
[[Asynchronous Gameplay]],  
 
[[Camping]],  
 
[[Camping]],  
 +
[[Cognitive Engrossment]],
 
[[Cooldown]],  
 
[[Cooldown]],  
 
[[Cutscenes]],  
 
[[Cutscenes]],  
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[[Game Masters]],  
 
[[Game Masters]],  
 
[[Game Over]],  
 
[[Game Over]],  
 +
[[Game Pauses]],
 
[[Helplessness]],  
 
[[Helplessness]],  
 
[[Hotseating]],  
 
[[Hotseating]],  
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[[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]],  
[[Weapons]],  
+
[[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.

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

Tactical Planning

with Roleplaying

Gossip

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

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

Acknowledgements

-