Difference between revisions of "Synchronous Gameplay"
From gdp3
(→Relations) |
(→Relations) |
||
Line 30: | Line 30: | ||
Instantiates: [[Downtime]] | Instantiates: [[Downtime]] | ||
− | |||
Modulated by: [[Dedicated Game Facilitators]], [[Turn Taking]] | Modulated by: [[Dedicated Game Facilitators]], [[Turn Taking]] | ||
Line 36: | Line 35: | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Multiplayer Games]] | [[Multiplayer Games]] | ||
− | |||
− | |||
=== Can Modulate === | === Can Modulate === | ||
− | + | [[Social Interaction]] | |
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 18:46, 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
Modulated by: Dedicated Game Facilitators, Turn Taking
Can Instantiate
Can Modulate
Can Be Instantiated By
-
Can Be Modulated By
Communication Channels, Real-Time Games, Tick-Based 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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-