Difference between revisions of "Game Pauses"
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== Using the pattern == | == 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 === | === 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.
Contents
Examples
Anti-Examples
optional
Using the pattern
Can Be Instantiated By
AI Players together with Drop-In/Drop-Out
Can Be Modulated By
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
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
Can Be Instantiated By
AI Players together with Drop-In/Drop-Out
Can Be Modulated By
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-