Difference between revisions of "Downtime"
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Instantiates: Individual Penalties, Anticipation, Penalties, Tension | Instantiates: Individual Penalties, Anticipation, Penalties, Tension | ||
− | Modulates: Damage, Unknown Goals | + | Modulates: Damage, Unknown Goals, Closure Points, Consistent Reality Logic, Single-Player Games |
− | Instantiated by: Early Elimination, Spectators, Extended Actions, Cognitive Immersion, Movement Limitations | + | Instantiated by: Early Elimination, Spectators, Extended Actions, Cognitive Immersion, Movement Limitations, Synchronous Games, Asynchronous Games, Analysis Paralysis, Ultra-Powerful Events, Save-Load Cycles, Cut Scenes, Ability Losses, Spawning, Turn Taking, Player Killing, Player Elimination, Game Pauses |
Modulated by: Tick-Based Games, Dedicated Game Facilitators, Right Level of Complexity, Limited Resources, Game Masters | Modulated by: Tick-Based Games, Dedicated Game Facilitators, Right Level of Complexity, Limited Resources, Game Masters | ||
− | Potentially conflicting with: | + | Potentially conflicting with: Ephemeral Goals, Real-Time Games, Negotiation, Freedom of Choice, Game Masters, Limited Planning Ability, Immersion |
[[Interruptible Actions]], | [[Interruptible Actions]], | ||
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[[Stimulated Planning]], | [[Stimulated Planning]], | ||
[[Strategic Planning]], | [[Strategic Planning]], | ||
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[[Predetermined Story Structures]], | [[Predetermined Story Structures]], | ||
[[Action Programming]], | [[Action Programming]], | ||
Line 64: | Line 63: | ||
[[Memorizing]], | [[Memorizing]], | ||
[[Helplessness]], | [[Helplessness]], | ||
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− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Damage]], | [[Damage]], | ||
[[Spectators]], | [[Spectators]], | ||
+ | |||
+ | ==== with [[Ammunition]] ==== | ||
+ | [[Tactical Planning]] | ||
=== Can Modulate === | === Can Modulate === | ||
[[Death Consequences]], | [[Death Consequences]], | ||
+ | [[Predictable Consequences]], | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Ability Losses]], | ||
[[Asynchronous Gameplay]], | [[Asynchronous Gameplay]], | ||
[[Camping]], | [[Camping]], | ||
+ | [[Cooldown]], | ||
[[Early Elimination]], | [[Early Elimination]], | ||
[[Game Over]], | [[Game Over]], | ||
[[Hotseating]], | [[Hotseating]], | ||
[[Interruptibility]], | [[Interruptibility]], | ||
+ | [[Movement Limitations]], | ||
[[Rescue]], | [[Rescue]], | ||
[[Resources]], | [[Resources]], | ||
Line 91: | Line 90: | ||
[[Spawning]], | [[Spawning]], | ||
[[Tiered Participation]], | [[Tiered Participation]], | ||
+ | [[Weapons]], | ||
[[Meta Games]] together with [[Unsynchronized Game Sessions]] | [[Meta Games]] together with [[Unsynchronized Game Sessions]] |
Revision as of 14:40, 5 March 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
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Individual Penalties, Anticipation, Penalties, Tension
Modulates: Damage, Unknown Goals, Closure Points, Consistent Reality Logic, Single-Player Games
Instantiated by: Early Elimination, Spectators, Extended Actions, Cognitive Immersion, Movement Limitations, Synchronous Games, Asynchronous Games, Analysis Paralysis, Ultra-Powerful Events, Save-Load Cycles, Cut Scenes, Ability Losses, Spawning, Turn Taking, Player Killing, Player Elimination, Game Pauses
Modulated by: Tick-Based Games, Dedicated Game Facilitators, Right Level of Complexity, Limited Resources, Game Masters
Potentially conflicting with: Ephemeral Goals, Real-Time Games, Negotiation, Freedom of Choice, Game Masters, Limited Planning Ability, Immersion
Interruptible Actions, Analysis Paralysis, Real-Time Games, Time Limits, Extended Actions, Tension, Dedicated Game Facilitators, Avatars, Combos, Characters, Stimulated Planning, Strategic Planning, Predetermined Story Structures, Action Programming, Late Arriving Players, Gossip, Cutscenes, Ephemeral Goals, Self-Facilitated Games, Game Masters, No-Ops, Development Time, Memorizing, Helplessness,
Can Instantiate
with Ammunition
Can Modulate
Death Consequences, Predictable Consequences,
Can Be Instantiated By
Ability Losses, Asynchronous Gameplay, Camping, Cooldown, Early Elimination, Game Over, Hotseating, Interruptibility, Movement Limitations, Rescue, Resources, Social Roles, Spawning, Tiered Participation, Weapons,
Meta Games together with Unsynchronized Game Sessions
Multiplayer Games together with Permadeath or Player Elimination
Multiplayer Games together with Summary Updates
Multiplayer Games together with Turn-Based Games or Turn Taking
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Downtime 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
-