Difference between revisions of "Asynchronous Gameplay"
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Revision as of 18:28, 2 July 2015
Gameplay that does not require - or demands - that not all players are playing at the same time.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
ref to Unsynchronized Game Sessions
One of the needs of Asynchronous Gameplay is the
Can Be Instantiated By
Dedicated Game Facilitators, Ghosts, No Direct Player Influence, Persistent Game Worlds
Can Be Modulated By
Communication Channels, Free Gift Inventories, Handles, Late Arriving Players, Mediated Gameplay, Real-Time Games, Tick-Based Games, Turn-Based Games
Potentially Conflicting With
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Asynchronous Gameplay can cause quite difference consequences depending on how what other characteristics a game has. If it allows players flexibility when to play, it supports Interruptibility or a Freedom of Choice of when to play and when taken further in this direction it also supports Ubiquitous Gameplay. On the other hand, if players need to wait for other players to finish their game sessions so they jointly can start new ones, Asynchronous Gameplay instead causes Downtime with the silver lining that this can be used for Stimulated Planning.
In games with Private Game Spaces, Asynchronous Gameplay can turn Multiplayer Games into Massively Single-Player Online Games. As another example of different consequences due to the presence of other characteristics or patterns, Asynchronous Collaborative Actions can emerge when Asynchronous Gameplay co-exists with Altruistic Actions or Cooperation.
Relations
Can Instantiate
Downtime, Freedom of Choice, Interruptibility, Stimulated Planning, Ubiquitous Gameplay
with Altruistic Actions or Cooperation
Asynchronous Collaborative Actions
with Private Game Spaces
Massively Single-Player Online Games
Can Modulate
-
Can Be Instantiated By
Dedicated Game Facilitators, Ghosts, No Direct Player Influence, Persistent Game Worlds
Can Be Modulated By
Communication Channels, Free Gift Inventories, Handles, Late Arriving Players, Mediated Gameplay, Real-Time Games, Tick-Based Games, Turn-Based Games
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Asynchronous Games 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
-