Difference between revisions of "Game Pauses"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
 +
=== Can Be Instantiated By ===
 +
[[Cutscenes]],
 +
[[Save-Load Cycles]]
  
=== Diegetic Aspects ===
+
[[AI Players]] together with [[Drop-In/Drop-Out]]
  
=== Interface Aspects ===
+
=== Can Be Modulated By ===
 +
[[Time Limits]],
 +
[[Turn-Based Games]]
  
 
=== Narration Aspects ===
 
=== Narration Aspects ===
  
 
== Consequences ==
 
== Consequences ==
 +
=== 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]]
 +
 +
=== Potentially Conflicting With ===
 +
[[Always Vulnerable]],
 +
[[Attention Demanding Gameplay]],
 +
[[Tension]],
 +
[[The Show Must Go On]],
 +
[[Time Limits]]
  
 
== Relations ==
 
== Relations ==

Revision as of 20:15, 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

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

Narration Aspects

Consequences

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

Potentially Conflicting With

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

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

-