Difference between revisions of "Game Pauses"

From gdp3
Jump to: navigation, search
Line 13: Line 13:
  
 
=== Examples ===
 
=== Examples ===
 +
[[Left 4 Dead series]]
  
 
==== Anti-Examples ====
 
==== Anti-Examples ====
Line 28: Line 29:
  
 
== Relations ==
 
== Relations ==
[[Real-Time Games]]
 
[[Unwinnable Games]]
 
[[Drop-In/Drop-Out]]
 
[[Left 4 Dead series]]
 
[[Time Limits]]
 
[[Tension]]
 
[[Casual Gameplay]]
 
[[Avatars]]
 
[[Algorithmic Agents]]
 
[[Turn-Based Games]]
 
[[Stimulated Planning]]
 
[[AI Players]]
 
[[Freedom of Choice]]
 
[[Cutscenes]]
 
[[Single-Player Games]]
 
[[Inventories]]
 
 
[[Transferable Items]]
 
[[Transferable Items]]
 
[[Framed Freedom]]
 
[[Framed Freedom]]
Line 57: Line 42:
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
-
+
[[Casual Gameplay]],
 +
[[Cutscenes]],
 +
[[Freedom of Choice]],
 +
[[Stimulated Planning]]
  
==== with ... ====
+
==== with [[Single-Player Games]] ====
 +
[[Drop-In/Drop-Out]],
 +
[[Freedom of Choice]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Inventories]],
 +
[[Real-Time Games]],
 +
[[Unwinnable Games]]
 +
 
 +
==== with [[Single-Player Games]] ====
 +
[[Penalties]],
 +
[[Rewards]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
-
+
[[AI Players]] together with [[Drop-In/Drop-Out]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Time Limits]],
 +
[[Turn-Based Games]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
Line 74: Line 71:
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
+
[[Tension]],
 +
[[Time Limits]]
  
 
== History ==
 
== History ==

Revision as of 19:39, 15 July 2015

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

This pattern is a still a stub.

Examples

Left 4 Dead series

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Transferable Items Framed Freedom Temporal Consistency Always Vulnerable Ubiquitous Gameplay Interruptibility Negotiable Play Sessions Social Adaptability Downtime Attention Demanding Gameplay Game Time Manipulation

Can Instantiate

Casual Gameplay, Cutscenes, Freedom of Choice, Stimulated Planning

with Single-Player Games

Drop-In/Drop-Out, Freedom of Choice

Can Modulate

Inventories, Real-Time Games, Unwinnable Games

with Single-Player Games

Penalties, Rewards

Can Be Instantiated By

AI Players together with Drop-In/Drop-Out

Can Be Modulated By

Time Limits, Turn-Based Games

Possible Closure Effects

-

Potentially Conflicting With

Tension, Time Limits

History

An updated version of the pattern Game Pauses 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

-