Difference between revisions of "Downtime"
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There are many ways for players to avoid having [[Downtime]]. [[Real-Time Games]] make players have to act or at least perceive gameplay at the time and [[Time Limits]] forces players to at least plan actions since after the limit is met they cannot anymore. Some patterns avoid [[Downtime]] among players by hindering other players from blocking gameplay for too long. [[Late Arriving Players]] removes the need for some players to have [[Downtime]] before gameplay actually begins due to other players to being present. [[Limited Planning Ability]] is one way to achieve this but use of [[Negotiation]] makes other players active in one player's turn. [[Dedicated Game Facilitators]] can be used, especially in [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], to switch between players so that some balance between how much time each players gets can be achieved. | There are many ways for players to avoid having [[Downtime]]. [[Real-Time Games]] make players have to act or at least perceive gameplay at the time and [[Time Limits]] forces players to at least plan actions since after the limit is met they cannot anymore. Some patterns avoid [[Downtime]] among players by hindering other players from blocking gameplay for too long. [[Late Arriving Players]] removes the need for some players to have [[Downtime]] before gameplay actually begins due to other players to being present. [[Limited Planning Ability]] is one way to achieve this but use of [[Negotiation]] makes other players active in one player's turn. [[Dedicated Game Facilitators]] can be used, especially in [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], to switch between players so that some balance between how much time each players gets can be achieved. | ||
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+ | The use of [[Downtime]] can make [[Closure Points]] more present for players by letting them have time when they can only perceive the outcome of their actions rather than trying to perform new actions. | ||
== Consequences == | == Consequences == | ||
+ | [[Downtime]] makes players into temporary [[Spectators]] and this can be used as a form of [[Damage]] which players can suffer. Players experiencing [[Downtime]] are less inclined to experience some other patterns related to experiences. These include [[Engrossment]], [[Freedom of Choice]], and [[Tension]] although the last pattern can be caused by [[Downtime]] if the player can anticipate bad things about to happen. | ||
− | + | However, players will probably try to fill their [[Downtime]] with activities. In games with [[Roleplaying]], this can be [[Gossip]] between the [[Player Characters]]. [[Anticipation]] may not be an activity but players can often experience it during [[Downtime]] since they can in many cases observe how gameplay progresses during their [[Downtime]]. More actively, they can engage in [[Stimulated Planning]] (even in cases where the [[Downtime]] is caused by other players engaging in [[Stimulated Planning]]!) and have larger chances of predicting future game events, i.e. [[Downtime]] can make [[Predictable Consequences]] more likely. | |
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− | However, players will probably try to fill their [[Downtime]] with activities. In games with [[Roleplaying]], this can be [[Gossip]] between the [[Player Characters]]. [[Anticipation]] may not be an activity but players can often experience it during [[Downtime]] since they can in many cases observe how gameplay progresses during their [[Downtime]]. More actively, they can engage in [[Stimulated Planning]] (even in cases where the [[Downtime]] is caused by other players engaging in [[Stimulated Planning]]!) | + | |
== Relations == | == Relations == |
Revision as of 21:25, 12 July 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
Downtime can be used as Penalties (Individual or not), for example as part of Death Consequences.
In games with Ammunition, the need to reload typically suggests the presence of Downtime and this can force players to engage in some Tactical Planning so they can reload at good point of time.
There are many ways for players to avoid having Downtime. Real-Time Games make players have to act or at least perceive gameplay at the time and Time Limits forces players to at least plan actions since after the limit is met they cannot anymore. Some patterns avoid Downtime among players by hindering other players from blocking gameplay for too long. Late Arriving Players removes the need for some players to have Downtime before gameplay actually begins due to other players to being present. Limited Planning Ability is one way to achieve this but use of Negotiation makes other players active in one player's turn. Dedicated Game Facilitators can be used, especially in Tabletop Roleplaying Games, to switch between players so that some balance between how much time each players gets can be achieved.
The use of Downtime can make Closure Points more present for players by letting them have time when they can only perceive the outcome of their actions rather than trying to perform new actions.
Consequences
Downtime makes players into temporary Spectators and this can be used as a form of Damage which players can suffer. Players experiencing Downtime are less inclined to experience some other patterns related to experiences. These include Engrossment, Freedom of Choice, and Tension although the last pattern can be caused by Downtime if the player can anticipate bad things about to happen.
However, players will probably try to fill their Downtime with activities. In games with Roleplaying, this can be Gossip between the Player Characters. Anticipation may not be an activity but players can often experience it during Downtime since they can in many cases observe how gameplay progresses during their Downtime. More actively, they can engage in Stimulated Planning (even in cases where the Downtime is caused by other players engaging in Stimulated Planning!) and have larger chances of predicting future game events, i.e. Downtime can make Predictable Consequences more likely.
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
-