Difference between revisions of "Synchronous Gameplay"

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(Relations)
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Modulated by: Dedicated Game Facilitators, Turn Taking
 
Modulated by: Dedicated Game Facilitators, Turn Taking
  
[[Real-Time Games]]
 
[[Turn-Based Games]]
 
[[Multiplayer Games]]
 
[[Self-Facilitated Games]]
 
[[Communication Channels]]
 
 
[[Tick-Based Games]]
 
[[Tick-Based Games]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
-
+
[[Multiplayer Games]]
  
 
==== with ... ====
 
==== with ... ====
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Communication Channels]],
 +
[[Real-Time Games]],
 +
[[Turn-Based Games]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 18:29, 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.

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

Tick-Based Games

Can Instantiate

Multiplayer Games

with ...

Can Modulate

-

Can Be Instantiated By

-

Can Be Modulated By

Communication Channels, Real-Time Games, Turn-Based Games

Possible Closure Effects

-

Potentially Conflicting With

-

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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