Difference between revisions of "Game Lobbies"
From gdp3
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=== Examples === | === Examples === | ||
+ | [[Left 4 Dead series]] | ||
==== Anti-Examples ==== | ==== Anti-Examples ==== | ||
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== Consequences == | == Consequences == | ||
+ | [[Late Arriving Players]] | ||
+ | [[Interruptibility]] | ||
+ | [[Freedom of Choice]] | ||
+ | [[Difficulty Levels]] | ||
+ | [[Back-to-Back Game Sessions]] | ||
+ | [[Chat Channels]] | ||
+ | [[Communication Channels]] | ||
+ | [[Gameplay Statistics]] | ||
+ | |||
+ | [[Multiplayer Games]] | ||
+ | [[Mediated Gameplay]] | ||
+ | [[Public Player Statistics]] | ||
+ | [[Handles]] | ||
== Relations == | == Relations == | ||
+ | [[Challenging Gameplay]] | ||
+ | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Back-to-Back Game Sessions]], | [[Back-to-Back Game Sessions]], |
Revision as of 13:05, 14 June 2014
Meeting spaces for players before game instances begin.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Late Arriving Players Interruptibility Freedom of Choice Difficulty Levels Back-to-Back Game Sessions Chat Channels Communication Channels Gameplay Statistics
Multiplayer Games Mediated Gameplay Public Player Statistics Handles
Relations
Can Instantiate
Back-to-Back Game Sessions, Difficulty Levels, Freedom of Choice
Can Modulate
Interruptibility, Late Arriving Players
Multiplayer Games that have Mediated Gameplay
Can Be Instantiated By
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Can Be Modulated By
Chat Channels, Communication Channels, Gameplay Statistics, Handles, Public Player Statistics
Possible Closure Effects
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Potentially Conflicting With
-
History
New pattern created in this wiki.
References
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