Difference between revisions of "Synchronous Gameplay"
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== Consequences == | == Consequences == | ||
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[[Game Pauses]] | [[Game Pauses]] | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Turn Taking]] | [[Turn Taking]] | ||
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== Relations == | == Relations == |
Revision as of 11:03, 17 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
Synchronous Gameplay is typically either part of a game design to support Togetherness or simply a practical consequence of handling Excise in Self-Facilitated Games while at the same time letting players observe each other to mitigate risks of errors or cheating. While quite obviously Dedicated Game Facilitators are not needed in the latter case, in the former it may be necessary if only to postpone the start of gameplay until everyone is present and to synchronize eventual Game Pauses.
Can Be Modulated By
Communication Channels, Real-Time Games, Tick-Based Games, Turn-Based Games
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Synchronous Gameplay
Can Instantiate
Can Modulate
Potentially Conflicting With
Relations
Can Instantiate
Downtime, Multiplayer Games, Togetherness
Can Modulate
Can Be Instantiated By
Dedicated Game Facilitators, Self-Facilitated Games
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
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