Difference between revisions of "Game Pauses"

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(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
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While [[Game Pauses]] in their most basic form simply is the halting of updates to a game state, some other patterns cause it. [[Cutscenes]] stops the game state from being updated while showing information to players while [[Save-Load Cycles]] not only stops updates to game states but replace the current game state with another. [[Turn-Based Games]] are often more easy to introduce [[Game Pauses]] in since it can be very clear between which turns a pause is done (and all players that did not have a turn just before the pause were likely to have some form of [[Downtime]] already).
  
While [[Game Pauses]] in their most basic form simply is the halting of updates to a game state, some other patterns cause it. [[Cutscenes]] stops the game state from being updated while showing information to players while [[Save-Load Cycles]] not only stops updates to game states but replace the current game state with another.  
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One way of modulating [[Game Pauses]] is to limit how long they can be, that is, connect [[Time Limits]] to them.
 
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=== Can Be Modulated By ===
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[[Time Limits]],
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[[Turn-Based Games]]
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=== Narration Aspects ===
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== Consequences ==
 
== Consequences ==

Revision as of 11:19, 16 July 2015

The suspense of progress of game time.

This pattern is a still a stub.

Examples

Left 4 Dead series

Anti-Examples

optional

Using the pattern

While Game Pauses in their most basic form simply is the halting of updates to a game state, some other patterns cause it. Cutscenes stops the game state from being updated while showing information to players while Save-Load Cycles not only stops updates to game states but replace the current game state with another. Turn-Based Games are often more easy to introduce Game Pauses in since it can be very clear between which turns a pause is done (and all players that did not have a turn just before the pause were likely to have some form of Downtime already).

One way of modulating Game Pauses is to limit how long they can be, that is, connect Time Limits to them.

Consequences

Can Instantiate

Casual Gameplay, Downtime, Extra-Game Actions, Freedom of Choice, Game Time Manipulation, Negotiable Play Sessions, Interruptibility, Social Adaptability, Stimulated Planning, Ubiquitous Gameplay

with Single-Player Games

Drop-In/Drop-Out, Freedom of Choice

Can Modulate

Framed Freedom, Inventories, Real-Time Games, Social Interaction, Tick-Based Games, Unwinnable Games

with Single-Player Games

Penalties, Rewards

Potentially Conflicting With

Always Vulnerable, Attention Demanding Gameplay, Tension, The Show Must Go On, Time Limits

Relations

Can Instantiate

Casual Gameplay, Downtime, Extra-Game Actions, Freedom of Choice, Game Time Manipulation, Negotiable Play Sessions, Interruptibility, Social Adaptability, Stimulated Planning, Ubiquitous Gameplay

with Single-Player Games

Drop-In/Drop-Out, Freedom of Choice

Can Modulate

Framed Freedom, Inventories, Real-Time Games, Social Interaction, Tick-Based Games, Unwinnable Games

with Single-Player Games

Penalties, Rewards

Can Be Instantiated By

Cutscenes, Save-Load Cycles

Can Be Modulated By

Time Limits, Turn-Based Games

Possible Closure Effects

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Potentially Conflicting With

Always Vulnerable, Attention Demanding Gameplay, Tension, The Show Must Go On, Time Limits

History

An updated version of the pattern Game Pauses that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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