Difference between revisions of "Time Pressure"

From gdp3
Jump to: navigation, search
(Created page with 'Category:Dynamic Patterns Category:Patterns Category:Needs work Category:Staffan's current workpage ''That gameplay imposes a sense of need for complete actions o…')
 
Line 2: Line 2:
 
[[Category:Patterns]]
 
[[Category:Patterns]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]
 +
[[Category:Needs examples]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
 
''That gameplay imposes a sense of need for complete actions or goal quickly.''
 
''That gameplay imposes a sense of need for complete actions or goal quickly.''
 +
 +
When ever
  
 
Short paragraph giving the description of the pattern while not referring to any other patterns.
 
Short paragraph giving the description of the pattern while not referring to any other patterns.
  
 
=== Examples ===
 
=== Examples ===
Some examples, preferably from different genres and with links to wiki pages of the games.
+
Each turn in the board game [[Ricochet Robots]] put players in the situation where they not only have to try and find a solution on how to solve a problem but also do so quicker than the other players.
 +
 
 +
 
  
 
== Using the pattern ==
 
== Using the pattern ==
  
[[Alarms]] are a simple way to create [[Time Pressure]] in a game, and does not have to clearly express the consequences of what needs to be done hastily.  
+
[[Time Limits]] can naturally cause [[Time Pressure]] but only if they are part of [[Committed Goals]].  
  
  
 +
[[Alarms]] are a simple way to create [[Time Pressure]] in a game, and does not have to clearly express the consequences of what needs to be done hastily.
 +
 +
[[Time Pressure]] can also easily be created through having [[Interruptible Actions]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
Line 20: Line 28:
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
[[Time Pressure]] can be either implicitly or explicitly imposed on players.  
+
[[Time Pressure]] can be either implicitly or explicitly imposed on players. [[Goal Indicators]] and [[Game State Indicators]] provide means of making it explicit how much time is left while
 
+
=== Narrative Aspects ===
+
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns
+
  
 
== Consequences ==
 
== Consequences ==
  
What effects a patterns has on a design.
+
Putting players under [[Time Pressure]] limits the time they can be under [[Analysis Paralysis]], but may also cause it.
  
 
== Relations ==
 
== Relations ==
  
 
=== Instantiates ===
 
=== Instantiates ===
 +
[[Analysis Paralysis]]
  
 
=== Modulates ===
 
=== Modulates ===
  
 
=== Instantiated By ===
 
=== Instantiated By ===
 +
[[Alarms]], [[Interruptible Actions]], [[Time Limits]]
  
 
=== Modulated By ===
 
=== Modulated By ===
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
[[Analysis Paralysis]]
  
 
== History ==
 
== History ==
Line 45: Line 53:
  
 
== References ==
 
== References ==
References to external sources.
 
 
 
    * Interruptible Actions (← links)
 
    * Analysis Paralysis (← links)
 

Revision as of 17:36, 8 November 2009

That gameplay imposes a sense of need for complete actions or goal quickly.

When ever

Short paragraph giving the description of the pattern while not referring to any other patterns.

Examples

Each turn in the board game Ricochet Robots put players in the situation where they not only have to try and find a solution on how to solve a problem but also do so quicker than the other players.


Using the pattern

Time Limits can naturally cause Time Pressure but only if they are part of Committed Goals.


Alarms are a simple way to create Time Pressure in a game, and does not have to clearly express the consequences of what needs to be done hastily.

Time Pressure can also easily be created through having Interruptible Actions

Diegetic Aspects

Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns

Interface Aspects

Time Pressure can be either implicitly or explicitly imposed on players. Goal Indicators and Game State Indicators provide means of making it explicit how much time is left while

Consequences

Putting players under Time Pressure limits the time they can be under Analysis Paralysis, but may also cause it.

Relations

Instantiates

Analysis Paralysis

Modulates

Instantiated By

Alarms, Interruptible Actions, Time Limits

Modulated By

Potentially Conflicting With

Analysis Paralysis

History

New pattern created in this wiki.

References