Difference between revisions of "Negotiable Play Sessions"
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− | '' | + | ''Support for players to be able to decide how long individual play sessions should be without negatively affecting the outcome of a game.'' |
− | + | Many times playing a game is done over several play sessions. Players may have different preferences on how long these should be, and individual players may change their preferences from play session to play session. Games that include design options to let players have varying lengths of their play sessions without disrupting the gameplay progression (but not necessarily the gameplay experience) can be said to have [[Negotiable Play Sessions]]. | |
=== Examples === | === Examples === | ||
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== Relations == | == Relations == | ||
+ | [[Turn-Based Games]] | ||
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+ | [[Self-Facilitated Games]] | ||
+ | [[Time Limits]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Casual Gameplay]] | [[Casual Gameplay]] |
Revision as of 08:00, 15 August 2012
Support for players to be able to decide how long individual play sessions should be without negatively affecting the outcome of a game.
Many times playing a game is done over several play sessions. Players may have different preferences on how long these should be, and individual players may change their preferences from play session to play session. Games that include design options to let players have varying lengths of their play sessions without disrupting the gameplay progression (but not necessarily the gameplay experience) can be said to have Negotiable Play Sessions.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Self-Facilitated Games Time Limits
Can Instantiate
Casual Gameplay Ubiquitous Gameplay
with ...
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Can Modulate
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Can Be Instantiated By
Drop-In/Drop-Out, Game Pauses, Save-Load Cycles, Tick-Based Games
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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