Difference between revisions of "Game Pauses"
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== Using the pattern == | == 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. | |
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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.
Contents
Examples
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
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
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
-
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-