Difference between revisions of "Self-Facilitated Games"

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=== Examples ===
 
=== Examples ===
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[[Catch]]
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[[Chess]]
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[[Go]]
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 +
[[Cluedo]]
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[[RoboRally]]
 +
 +
 +
[[Illuminati]]
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[[Magic: The Gathering]]
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[[Call of Cthulhu]]
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[[Paranoia]]
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[[Warhammer Fantasy Roleplay]]
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 +
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[[Kingdoms]]
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[[DragonMud]]
 +
  
 
== Using the pattern ==
 
== Using the pattern ==
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 +
[[Real-Time Games]]
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[[Drop-In/Drop-Out]]
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[[Time Limits]]
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[[Randomness]]
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[[Dedicated Game Facilitators]]
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[[Drop-In/Drop-Out]]
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[[Agents]]
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[[Units]]
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[[Turn-Based Games]]
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[[Turn Taking]]
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[[AI Players]]
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[[Freedom of Choice]]
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[[Late Arriving Players]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
 +
[[Excise]]
 +
[[Player Decided Rule Setup]]
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[[Evolving Rule Sets]]
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 +
  
 
== Relations ==
 
== Relations ==

Revision as of 12:34, 6 January 2011

Games that require that the people involved in the gameplay ensure that the rules are being followed and require that these people perform any necessary book-keeping actions.

This pattern is a still a stub.

Examples

Catch

Chess Go

Cluedo RoboRally


Illuminati Magic: The Gathering

Call of Cthulhu Paranoia Warhammer Fantasy Roleplay


Kingdoms DragonMud


Using the pattern

Real-Time Games Drop-In/Drop-Out Time Limits Randomness Dedicated Game Facilitators Drop-In/Drop-Out Agents Units Turn-Based Games Turn Taking AI Players Freedom of Choice Late Arriving Players

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Excise Player Decided Rule Setup Evolving Rule Sets


Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Self-Facilitated 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.