Difference between revisions of "Downtime"
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== Using the pattern == | == Using the pattern == | ||
+ | |||
+ | |||
+ | [[No-Ops]], especially as [[Extended Actions]] can create [[Downtime]]. | ||
+ | |||
+ | === 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]] | ||
+ | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | === 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]] | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Dedicated Game Facilitators]], | ||
+ | [[Engrossment]], | ||
+ | [[Freedom of Choice]], | ||
+ | [[Negotiation]], | ||
+ | [[Late Arriving Players]], | ||
+ | [[Limited Planning Ability]], | ||
+ | [[Real-Time Games]], | ||
+ | [[Tension]], | ||
+ | [[Time Limits]] | ||
== Relations == | == Relations == |
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
No-Ops, especially as Extended Actions can create Downtime.
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
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
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
Potentially Conflicting With
Dedicated Game Facilitators, Engrossment, Freedom of Choice, Negotiation, Late Arriving Players, Limited Planning Ability, Real-Time Games, Tension, Time Limits
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
-