Difference between revisions of "Asynchronous Gameplay"
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[[Turn-Based Games]] | [[Turn-Based Games]] | ||
[[Private Game Spaces]] | [[Private Game Spaces]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Interruptibility]], | [[Interruptibility]], | ||
+ | [[Stimulated Planning]], | ||
[[Ubiquitous Gameplay]] | [[Ubiquitous Gameplay]] | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | [[Ghosts]] | + | [[Ghosts]], |
+ | [[No Direct Player Influence]], | ||
+ | [[Persistent Game Worlds]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Communication Channels]], | [[Communication Channels]], | ||
+ | [[Free Gift Inventories]], | ||
[[Handles]], | [[Handles]], | ||
+ | [[Late Arriving Players]], | ||
[[Mediated Gameplay]] | [[Mediated Gameplay]] | ||
Revision as of 16:58, 31 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
ref to Unsynchronized Game Sessions
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Real-Time Games Massively Single-Player Online Games Dedicated Game Facilitators Turn-Based Games Private Game Spaces
Can Instantiate
Interruptibility, Stimulated Planning, Ubiquitous Gameplay
with Altruistic Actions or Cooperation
Asynchronous Collaborative Actions
Can Modulate
-
Can Be Instantiated By
Ghosts, No Direct Player Influence, Persistent Game Worlds
Can Be Modulated By
Communication Channels, Free Gift Inventories, Handles, Late Arriving Players, Mediated Gameplay
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Asynchronous Gameplay that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-