Difference between revisions of "Tick-Based Games"
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== Using the pattern == | == Using the pattern == | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Cooldown]], | ||
+ | [[Dedicated Game Facilitators]], | ||
+ | [[Spawning]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Action Caps]], | ||
+ | [[Always Vulnerable]], | ||
+ | [[Game Pauses]], | ||
+ | [[Persistent Game Worlds]], | ||
+ | [[Private Game Spaces]], | ||
+ | [[Real-Time Games]], | ||
+ | [[Time Limits]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 26: | Line 40: | ||
== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Events Timed to the Real World]], | ||
+ | [[Exaggerated Perception of Influence]], | ||
+ | [[Freedom of Choice]], | ||
+ | [[Interruptibility]], | ||
+ | [[Negotiable Play Sessions]], | ||
+ | [[No-Ops]] | ||
+ | |||
+ | ==== with [[Private Game Spaces]] ==== | ||
+ | [[Asynchronous Gameplay]], | ||
+ | [[Freedom of Choice]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Asynchronous Gameplay]], | ||
+ | [[Budgeted Action Points]], | ||
+ | [[Downtime]], | ||
+ | [[Massively Single-Player Online Games]], | ||
+ | [[Synchronous Gameplay]] | ||
== Relations == | == Relations == |
Revision as of 07:12, 18 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Can Be Instantiated By
Cooldown, Dedicated Game Facilitators, Spawning
Can Be Modulated By
Action Caps, Always Vulnerable, Game Pauses, Persistent Game Worlds, Private Game Spaces, Real-Time Games, Time Limits
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Events Timed to the Real World, Exaggerated Perception of Influence, Freedom of Choice, Interruptibility, Negotiable Play Sessions, No-Ops
with Private Game Spaces
Asynchronous Gameplay, Freedom of Choice
Can Modulate
Asynchronous Gameplay, Budgeted Action Points, Downtime, Massively Single-Player Online Games, Synchronous Gameplay
Relations
Can Instantiate
Events Timed to the Real World, Exaggerated Perception of Influence, Freedom of Choice, Interruptibility, Negotiable Play Sessions, No-Ops
with Private Game Spaces
Asynchronous Gameplay, Freedom of Choice
Can Modulate
Asynchronous Gameplay, Budgeted Action Points, Downtime, Massively Single-Player Online Games, Synchronous Gameplay
Can Be Instantiated By
Cooldown, Dedicated Game Facilitators, Spawning
Can Be Modulated By
Action Caps, Always Vulnerable, Game Pauses, Persistent Game Worlds, Private Game Spaces, Real-Time Games, Time Limits
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Tick-Based 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
-