Difference between revisions of "Negotiable Game Instance Duration"
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Revision as of 11:50, 5 October 2012
Games where the time duration of the entire game instance is negotiable.
One of the characteristics that affect is people are willing to play a game is how long time they will have to commit to for its gameplay. Games where the players can decide upon the time limits for the entire game instance have Negotiable Game Instance Duration.
Contents
Examples
Games of Blackjack or Poker among friends can easily have Negotiable Game Instance Duration since each round does not take too much time and the game can be stopped with problems after each round.
Using the pattern
Negotiable Game Instance Duration can be supported by letting players set Time Limits for the game instances. This may be time measured by clocks (as in some variants of Chess) and may also be number of numbers of turns in Turn-Based Games (the Civilization computer game series supports this for example).
A concrete but more specific way of creating Negotiable Game Instance Duration is to have Self-Facilitated Meta Games that consist of games with Time Limited Game Instances. If the reason for considering Negotiable Game Instance Duration is primarily to let individual players have control over how much time their game sessions should take, Drop-In/Drop-Out gameplay is an alternative. This does however work against a feeling of Togetherness.
Negotiable Play Sessions and Negotiable Game Sessions can indirectly support the pattern since if the players all agree on upper boundaries for the time spent (or when it is spent), this will lead to an upper boundary for the game instance also.
Narrative Aspects
The pattern can work against Narration Structures unless these structures can scale for varying lengths of gameplay.
Consequences
Give that Negotiable Game Instance Duration lets players have control over how long the a game instance should take and thereby lets them fit the gameplay time with other activities, it provides Social Adaptability. It may not provide Social Adaptability to the same level as Drop-In/Drop-Out gameplay, but in balance it does ensure that players can perceive the whole gameplay and have a greater sense of Togetherness with the other players.
Relations
Can Instantiate
Can Modulate
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Can Be Instantiated By
Configurable Gameplay Areas, Negotiable Game Sessions, Negotiable Play Sessions, Time Limits
Meta Games together with Self-Facilitated Games and Time Limited Game Instances
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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