Difference between revisions of "Game Pauses"

From gdp3
Jump to: navigation, search
(Relations)
Line 29: Line 29:
  
 
== Relations ==
 
== Relations ==
 
---
 
[[Extra-Game Actions]]
 
 
[[Tick-Based Games]], [[Social Interaction]]
 
 
[[Save-Load Cycles]]
 
 
[[The Show Must Go On]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Casual Gameplay]],  
 
[[Casual Gameplay]],  
[[Cutscenes]],
 
 
[[Downtime]],  
 
[[Downtime]],  
 +
[[Extra-Game Actions]],
 
[[Freedom of Choice]],  
 
[[Freedom of Choice]],  
 
[[Game Time Manipulation]],  
 
[[Game Time Manipulation]],  
Line 59: Line 49:
 
[[Inventories]],  
 
[[Inventories]],  
 
[[Real-Time Games]],  
 
[[Real-Time Games]],  
 +
[[Social Interaction]],
 +
[[Tick-Based Games]],
 
[[Unwinnable Games]]
 
[[Unwinnable Games]]
  
Line 66: Line 58:
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Cutscenes]],
 +
[[Save-Load Cycles]]
 +
 
[[AI Players]] together with [[Drop-In/Drop-Out]]
 
[[AI Players]] together with [[Drop-In/Drop-Out]]
  
Line 79: Line 74:
 
[[Attention Demanding Gameplay]],  
 
[[Attention Demanding Gameplay]],  
 
[[Tension]],  
 
[[Tension]],  
 +
[[The Show Must Go On]],
 
[[Time Limits]]
 
[[Time Limits]]
  

Revision as of 20:14, 15 July 2015

The suspense of progress of game time.

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

Can Instantiate

Casual Gameplay, Downtime, Extra-Game Actions, Freedom of Choice, Game Time Manipulation, Negotiable Play Sessions, Interruptibility, Social Adaptability, Stimulated Planning, Ubiquitous Gameplay

with Single-Player Games

Drop-In/Drop-Out, Freedom of Choice

Can Modulate

Framed Freedom, Inventories, Real-Time Games, Social Interaction, Tick-Based Games, Unwinnable Games

with Single-Player Games

Penalties, Rewards

Can Be Instantiated By

Cutscenes, Save-Load Cycles

AI Players together with Drop-In/Drop-Out

Can Be Modulated By

Time Limits, Turn-Based Games

Possible Closure Effects

-

Potentially Conflicting With

Always Vulnerable, Attention Demanding Gameplay, Tension, The Show Must Go On, 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

-