Difference between revisions of "Tick-Based Games"
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Events Timed to the Real World]], | [[Events Timed to the Real World]], | ||
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=== Can Modulate === | === Can Modulate === | ||
[[Asynchronous Gameplay]], | [[Asynchronous Gameplay]], | ||
+ | [[Budgeted Action Points]], | ||
[[Downtime]], | [[Downtime]], | ||
− | [[Massively Single-Player Online Games]] | + | [[Massively Single-Player Online Games]], |
+ | [[Synchronous Gameplay]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 07:12, 18 July 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
Can Instantiate
Events Timed to the Real World, Exaggerated Perception of Influence, Freedom of Choice, Interruptibility, Negotiable Play Sessions, No-Ops
with Private Game Spaces
Asynchronous Gameplay, Freedom of Choice
Can Modulate
Asynchronous Gameplay, Budgeted Action Points, Downtime, Massively Single-Player Online Games, Synchronous Gameplay
Can Be Instantiated By
Cooldown, Dedicated Game Facilitators, Spawning
Can Be Modulated By
Action Caps, Always Vulnerable, Game Pauses, Persistent Game Worlds, Private Game Spaces, Real-Time Games, Time Limits
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Tick-Based 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
-