Difference between revisions of "Time Pressure"
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[[Category:Needs examples]] | [[Category:Needs examples]] | ||
[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] | ||
− | ''That gameplay imposes a sense of need for complete actions or | + | ''That gameplay imposes a sense of need for complete actions or goals quickly.'' |
− | + | Whenever players need to complete an activity with limited time they may feel [[Time Pressure]]. | |
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=== Examples === | === Examples === | ||
Each turn in the board game [[Ricochet Robots]] put players in the situation where they not only have to try and find a solution on how to solve a problem but also do so quicker than the other players. | Each turn in the board game [[Ricochet Robots]] put players in the situation where they not only have to try and find a solution on how to solve a problem but also do so quicker than the other players. | ||
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== Using the pattern == | == Using the pattern == | ||
+ | [[Time Limits]] can naturally cause [[Time Pressure]] but only if they are part of [[Committed Goals]]. These can then easily be communicated to players through [[Alarms]], which may or may not clearly express needs to be done hastily or what the consequences of failing will be. | ||
− | [[Time Limits]] | + | While [[Time Limits]] give external reasons for [[Time Pressure]], [[Interruptible Actions]] or any type of [[Continuous Goals]] (that is, continuous goals can be used even if they are not [[Committed Goals]]) can be used to created internal reasons. |
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− | [[ | + | |
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== Interface Aspects === | === Interface Aspects === | ||
− | [[Time Pressure]] can be either implicitly or explicitly imposed on players. [[Goal Indicators]] and [[Game State Indicators]] | + | [[Time Pressure]] can be either implicitly or explicitly imposed on players. Having [[Goal Indicators]] and [[Game State Indicators]] while it is possible to succeed gives explicit [[Time Pressure]] while showing these after a failure can provide [[Near Miss Indicators]]. |
== Consequences == | == Consequences == | ||
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Putting players under [[Time Pressure]] limits the time they can be under [[Analysis Paralysis]], but may also cause it. | Putting players under [[Time Pressure]] limits the time they can be under [[Analysis Paralysis]], but may also cause it. | ||
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=== Instantiated By === | === Instantiated By === | ||
− | [[Alarms]], [[Interruptible Actions]], [[Time Limits]] | + | [[Alarms]], [[Continuous Goals]], [[Interruptible Actions]], [[Time Limits]] |
=== Modulated By === | === Modulated By === | ||
+ | [[Goal Indicators]], [[Game State Indicators]], [[Right Level of Complexity]] | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === |
Revision as of 17:51, 8 November 2009
That gameplay imposes a sense of need for complete actions or goals quickly.
Whenever players need to complete an activity with limited time they may feel Time Pressure.
Contents
Examples
Each turn in the board game Ricochet Robots put players in the situation where they not only have to try and find a solution on how to solve a problem but also do so quicker than the other players.
Using the pattern
Time Limits can naturally cause Time Pressure but only if they are part of Committed Goals. These can then easily be communicated to players through Alarms, which may or may not clearly express needs to be done hastily or what the consequences of failing will be.
While Time Limits give external reasons for Time Pressure, Interruptible Actions or any type of Continuous Goals (that is, continuous goals can be used even if they are not Committed Goals) can be used to created internal reasons.
Diegetic Aspects
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns
Interface Aspects
Time Pressure can be either implicitly or explicitly imposed on players. Having Goal Indicators and Game State Indicators while it is possible to succeed gives explicit Time Pressure while showing these after a failure can provide Near Miss Indicators.
Consequences
Putting players under Time Pressure limits the time they can be under Analysis Paralysis, but may also cause it.
Relations
Instantiates
Modulates
Instantiated By
Alarms, Continuous Goals, Interruptible Actions, Time Limits
Modulated By
Goal Indicators, Game State Indicators, Right Level of Complexity
Potentially Conflicting With
History
New pattern created in this wiki.