Difference between revisions of "Interruptibility"
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== Using the pattern == | == Using the pattern == | ||
+ | There are two aspects regarding the use of [[Interruptibility]] in games. One relates to making it possible to interrupt one's gameplay without ruining the game instances, the other relates to making it possible to interrupt gameplay without suffering negative consequences. [[Game Pauses]] and support for [[Save-Load Cycles]] help pausing game instances so they can be resumed later. | ||
− | + | Issues when [[Interruptibility]] is possible but causes negative consequences occur when the game state should continues to update. This most obviously can occur in [[Multiplayer Games]] since other players may not want to experience [[Downtime]], but games with [[Persistent Game Worlds]] can have this regardless if any other players have ongoing play sessions. [[No-Ops]] let players take breaks even if they can be affected by game events and the gameplay can become unbalance for other players. [[Drop-In/Drop-Out]] designs avoid that the pausing player has negative consequences but other players can still experience imbalances - [[Algorithmic Agents]] and [[AI Players]] can avoid this by filling in for the players that have left. | |
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=== Can Instantiate === | === Can Instantiate === | ||
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[[Freedom of Choice]], | [[Freedom of Choice]], | ||
[[Minimalized Social Weight]], | [[Minimalized Social Weight]], | ||
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[[Tradeoffs]], | [[Tradeoffs]], | ||
[[Ubiquitous Gameplay]] | [[Ubiquitous Gameplay]] | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Asynchronous Games]], | [[Asynchronous Games]], | ||
[[Coupled Games]], | [[Coupled Games]], | ||
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[[Spawning]], | [[Spawning]], | ||
[[Tick-Based Games]] | [[Tick-Based Games]] | ||
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=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 08:49, 21 August 2012
Game structures that allow players to interrupt their gameplay without disrupting the gameplay for others.
This pattern is a still a stub.
Contents
Examples
Europa Universalis series Hearts of Iron series
Using the pattern
There are two aspects regarding the use of Interruptibility in games. One relates to making it possible to interrupt one's gameplay without ruining the game instances, the other relates to making it possible to interrupt gameplay without suffering negative consequences. Game Pauses and support for Save-Load Cycles help pausing game instances so they can be resumed later.
Issues when Interruptibility is possible but causes negative consequences occur when the game state should continues to update. This most obviously can occur in Multiplayer Games since other players may not want to experience Downtime, but games with Persistent Game Worlds can have this regardless if any other players have ongoing play sessions. No-Ops let players take breaks even if they can be affected by game events and the gameplay can become unbalance for other players. Drop-In/Drop-Out designs avoid that the pausing player has negative consequences but other players can still experience imbalances - Algorithmic Agents and AI Players can avoid this by filling in for the players that have left.
Can Instantiate
Freedom of Choice, Minimalized Social Weight, Pervasive Gameplay, Tradeoffs, Ubiquitous Gameplay
Can Be Instantiated By
Asynchronous Games, Coupled Games, Spawning, Tick-Based Games
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
As mentioned above, providing Interruptibility for one player may cause Downtime for others unless mitigated by Drop-In/Drop-Out mechanics.
Relations
Can Instantiate
Downtime, Freedom of Choice, Minimalized Social Weight, Pervasive Gameplay, Tradeoffs, Ubiquitous Gameplay
Can Modulate
-
Can Be Instantiated By
AI Players, Algorithmic Agents, Asynchronous Games, Coupled Games, Drop-In/Drop-Out, Game Pauses, No-Ops, Spawning, Tick-Based Games
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
Multiplayer Games, Persistent Game Worlds
History
Updated version of the pattern Interruptibility first described in the report Game Design Patterns for Mobile Games[1].
References
- ↑ Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.
Acknowledgements
Johan Peitz