Difference between revisions of "Game Pauses"
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== Consequences == | == Consequences == | ||
− | [[Game Pauses]] creates [[Downtime]] for players and provides time for them to engage in [[Stimulated Planning]]. This can provide [[Interruptibility]] but only strongly as long as it doesn't cause unwanted [[Downtime]] for other players. | + | [[Game Pauses]] creates [[Downtime]] for players and provides time for them to engage in [[Stimulated Planning]]. This can provide [[Interruptibility]] but only strongly as long as it doesn't cause unwanted [[Downtime]] for other players; [[Game Pauses]] in [[Single-Player Games]] creates [[Drop-In/Drop-Out]]. The pattern also creates a simple (and weak) form of [[Game Time Manipulation]]. |
− | When players themselves can trigger these [[Game Pauses]], it provides them with [[Extra-Game Actions]] that give them the [[Freedom of Choice]] when to play. This opens up for [[Casual Gameplay]], [[Negotiable Play Sessions]], [[Social Adaptability]], and [[Ubiquitous Gameplay]]. | + | When players themselves can trigger these [[Game Pauses]], it provides them with [[Extra-Game Actions]] that give them the [[Freedom of Choice]] when to play (especially so for [[Single-Player Games]]). This opens up for [[Casual Gameplay]], [[Negotiable Play Sessions]], [[Social Adaptability]], and [[Ubiquitous Gameplay]]. |
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=== Can Modulate === | === Can Modulate === |
Revision as of 11:35, 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
Game Pauses creates Downtime for players and provides time for them to engage in Stimulated Planning. This can provide Interruptibility but only strongly as long as it doesn't cause unwanted Downtime for other players; Game Pauses in Single-Player Games creates Drop-In/Drop-Out. The pattern also creates a simple (and weak) form of Game Time Manipulation.
When players themselves can trigger these Game Pauses, it provides them with Extra-Game Actions that give them the Freedom of Choice when to play (especially so for Single-Player Games). This opens up for Casual Gameplay, Negotiable Play Sessions, Social Adaptability, and Ubiquitous Gameplay.
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
-