Difference between revisions of "Negotiable Game Sessions"
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== Using the pattern == | == Using the pattern == | ||
+ | Several factors affect if a game supports [[Negotiable Game Sessions]]. | ||
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+ | [[Multiplayer Games]] complicates the issue of having [[Negotiable Game Sessions]] since the | ||
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+ | [[Single-Player Games]] | ||
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+ | [[Sandbox Gameplay]] | ||
+ | [[Negotiable Play Sessions]] | ||
+ | [[Time Limits]] | ||
+ | [[Drop-In/Drop-Out]] | ||
+ | [[Self-Facilitated Games]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Relations == | == Relations == | ||
[[Sandbox Gameplay]] | [[Sandbox Gameplay]] | ||
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[[Negotiable Play Sessions]] | [[Negotiable Play Sessions]] | ||
[[Time Limits]] | [[Time Limits]] | ||
[[Drop-In/Drop-Out]] | [[Drop-In/Drop-Out]] | ||
[[Self-Facilitated Games]] | [[Self-Facilitated Games]] | ||
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[[Single-Player Games]] | [[Single-Player Games]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Multiplayer Games]] | ||
== History == | == History == |
Revision as of 09:02, 16 August 2012
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This pattern is a still a stub.
Contents
Examples
Sandbox Games such as Dwarf Fortress, Minecraft, and Sims series does not force players to strive towards winning conditions and can for this reason continue to be played for as long as players find them interesting. Even those that have more explicit winning conditions, e.g. the Elder Scrolls series and the Grand Theft Auto series, have Negotiable Game Sessions when they let players continue playing after the game is won.
There is no natural ending point for Tabletop Roleplaying Games such as Dungeons & Dragons or Call of Cthulhu as long as the game master and enough players are willing to continue. This gives these games a weak form of Negotiable Game Sessions.
Using the pattern
Several factors affect if a game supports Negotiable Game Sessions.
Multiplayer Games complicates the issue of having Negotiable Game Sessions since the
Sandbox Gameplay
Negotiable Play Sessions
Time Limits
Drop-In/Drop-Out
Self-Facilitated Games
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Sandbox Gameplay Negotiable Play Sessions Time Limits Drop-In/Drop-Out Self-Facilitated Games Single-Player Games
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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