Difference between revisions of "Time Pressure"
(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…') |
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[[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.'' | ||
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+ | 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 === | ||
− | + | 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. | |
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== Using the pattern == | == 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. | ||
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+ | [[Time Pressure]] can also easily be created through having [[Interruptible Actions]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== 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 |
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== Consequences == | == Consequences == | ||
− | + | 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 == | ||
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== References == | == References == | ||
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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.
Contents
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
Modulates
Instantiated By
Alarms, Interruptible Actions, Time Limits
Modulated By
Potentially Conflicting With
History
New pattern created in this wiki.