Difference between revisions of "Interruptible Actions"
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== Using the pattern == | == Using the pattern == | ||
− | In [[Real-Time Games]], [[Interruptible Actions]] are either [[Extended Actions]], so that the actions can interrupted before their effects takes place, or actions with [[Delayed Effects]] (e.g. some cases of [[Capture]]) so that other actions may nullify the effect of the action. In [[Turn-Based Games]], special [[Turn Taking]] sequences may be necessary to describe in rules for how actions can be interrupted, even though these sequences are not-used for most turns. | + | In [[Real-Time Games]], [[Interruptible Actions]] are either [[Extended Actions]], so that the actions can interrupted before their effects takes place, or actions with [[Delayed Effects]] (e.g. some cases of [[Capture]]) so that other actions may nullify the effect of the action. In [[Turn-Based Games]], special [[Turn Taking]] sequences may be necessary to describe in rules for how actions can be interrupted, even though these sequences are not-used for most turns. When the effects of the [[Interruptible Actions]] take so long time to materialize that they support [[Encouraged Return Visits]], they force players into [[Risk/Reward]] calculations on how long they can stay away from the game. |
Actions that cause [[Irreversible Events]] can be modulated with [[Interruptible Actions]] so that a period of time exists for agents to stop the action. This can provided [[Balancing Effects]] in games, e.g. fighting games where players can block attacks or interrupt [[Combos]], so not only the actions available and how they are performed are important but also how one counters them. | Actions that cause [[Irreversible Events]] can be modulated with [[Interruptible Actions]] so that a period of time exists for agents to stop the action. This can provided [[Balancing Effects]] in games, e.g. fighting games where players can block attacks or interrupt [[Combos]], so not only the actions available and how they are performed are important but also how one counters them. | ||
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== Consequences == | == Consequences == | ||
− | + | As completing an [[Interruptible Actions|Interruptible Action]] can be a goal in itself, all [[Interruptible Actions]] spawn [[Interferable Goals]]. In a case where players have multiple [[Focus Loci]], [[Interruptible Actions]] that are also [[Extended Actions]] may require players to perform [[Risk/Reward]] choices on how much [[Attention Swapping]] is necessary to ensure completion of the actions. | |
− | As completing an [[Interruptible Actions|Interruptible Action]] can be a goal in itself, all [[Interruptible Actions]] spawn [[Interferable Goals]]. In a case where players have multiple [[Focus Loci]], Interruptible Actions that are also [[Extended Actions]] may require players to perform [[Risk/Reward]] choices on how much [[Attention Swapping]] is necessary to ensure completion of the actions. | + | |
== Relations == | == Relations == | ||
− | + | === Can Instantiate === | |
− | === | + | |
[[Attention Swapping]], [[Interferable Goals]], [[Risk/Reward]], [[Balancing Effects]] | [[Attention Swapping]], [[Interferable Goals]], [[Risk/Reward]], [[Balancing Effects]] | ||
− | === | + | === Can Modulate === |
− | [[Extended Actions]], [[Trading]], [[Storytelling]], [[Combos]], [[Negotiation]], [[Irreversible Events]] | + | [[Encouraged Return Visits]], [[Extended Actions]], [[Trading]], [[Storytelling]], [[Combos]], [[Negotiation]], [[Irreversible Events]] |
− | === Instantiated By === | + | === Can Be Instantiated By === |
[[Turn Taking]], [[Privileged Abilities]] | [[Turn Taking]], [[Privileged Abilities]] | ||
[[Capture]] together with [[Delayed Effects]] | [[Capture]] together with [[Delayed Effects]] | ||
− | === Modulated By === | + | === Can Be Modulated By === |
[[Delayed Effects]] | [[Delayed Effects]] | ||
Revision as of 20:33, 2 February 2011
Actions that can be interrupted before their effects on the game state have been completely taken place.
Just because players have performed, or started to perform, actions does not mean that they will affect the game state. Games that allow actions to be interrupted before they affect the game state, either partially or fully, have Interruptible Actions.
Contents
Examples
Fighting games such as the Tekken series allow players to block opponent's attacks, effectively making the attacks interruptible.
In RoboRally, players choose how their robots should move by deciding a sequence of programming cards. These are the actions the robot will perform, but since other robots' movement may push the robot around, the intended actions are interruptible.
Several actions in the Left 4 Dead series, e.g. healing other players or helping them up when they are hanging from a ledge, can be disturbed by attacks of the enemies in the game, the infected.
Using the pattern
In Real-Time Games, Interruptible Actions are either Extended Actions, so that the actions can interrupted before their effects takes place, or actions with Delayed Effects (e.g. some cases of Capture) so that other actions may nullify the effect of the action. In Turn-Based Games, special Turn Taking sequences may be necessary to describe in rules for how actions can be interrupted, even though these sequences are not-used for most turns. When the effects of the Interruptible Actions take so long time to materialize that they support Encouraged Return Visits, they force players into Risk/Reward calculations on how long they can stay away from the game.
Actions that cause Irreversible Events can be modulated with Interruptible Actions so that a period of time exists for agents to stop the action. This can provided Balancing Effects in games, e.g. fighting games where players can block attacks or interrupt Combos, so not only the actions available and how they are performed are important but also how one counters them.
In games with Negotiation, for example the Trading in Settlers of Catan, Interruptible Action allows several agents to simultaneously engage in the active but may cause Time Pressure.
Being able to interrupt an action can be a Privileged Ability. This is most common in card games but can also be found in situations where judges are used to modulate Negotiation. Depending on the game, it may be allowed to interrupt Storytelling and this can be used to make the story into a collaborative action.
Consequences
As completing an Interruptible Action can be a goal in itself, all Interruptible Actions spawn Interferable Goals. In a case where players have multiple Focus Loci, Interruptible Actions that are also Extended Actions may require players to perform Risk/Reward choices on how much Attention Swapping is necessary to ensure completion of the actions.
Relations
Can Instantiate
Attention Swapping, Interferable Goals, Risk/Reward, Balancing Effects
Can Modulate
Encouraged Return Visits, Extended Actions, Trading, Storytelling, Combos, Negotiation, Irreversible Events
Can Be Instantiated By
Turn Taking, Privileged Abilities
Capture together with Delayed Effects
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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History
An rewrite of the original pattern named Interruptible Actions in the book 'Patterns in Game Design' (Björk & Holopainen, 2004).
References
Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.