Difference between revisions of "Synchronous Gameplay"
From gdp3
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+ | Instantiates: Downtime | ||
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+ | Modulates: Social Interaction | ||
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+ | Modulated by: Dedicated Game Facilitators, Turn Taking | ||
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[[Real-Time Games]] | [[Real-Time Games]] | ||
[[Turn-Based Games]] | [[Turn-Based Games]] |
Revision as of 14:25, 16 July 2015
Games in which all players' game and play sessions overlap with each other in time.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Downtime
Modulates: Social Interaction
Modulated by: Dedicated Game Facilitators, Turn Taking
Real-Time Games Turn-Based Games Multiplayer Games Self-Facilitated Games Communication Channels Tick-Based Games
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Synchronous Games 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
-