Difference between revisions of "Drop-In/Drop-Out"

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(Examples)
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=== Examples ===
 
=== Examples ===
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The multiplayer arcade game [[Gauntlet]] partly supported players leaving and entering the game during a game session. Players whose character had died could start playing again simply by inserting coins and new players could do the same. There was however no graceful way for a player to leave the game when one had a healthy character since that character would keep the others to that area until the abandoned character died (this meant that leaving was worse the more health the character had).
  
Multiplayer arcade games such as [[Gauntlet]]
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The [[Lego Star Wars Series]] (except the [[Game Boy Advance|GBA]] version) supports a second player to at any point join the game with a character, and then leave whenever by simply choosing this option in the game. Given that the gameplay never requires both players and that players can replay levels infinitely the gameplay does not degrade when a player drops out.
 
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[[Lego Star Wars Series]]
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[[Left 4 Dead Series]]
 
[[Left 4 Dead Series]]

Revision as of 15:00, 19 November 2009


Designed support to handle players coming and going during game sessions in multiplayer games.

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

Examples

The multiplayer arcade game Gauntlet partly supported players leaving and entering the game during a game session. Players whose character had died could start playing again simply by inserting coins and new players could do the same. There was however no graceful way for a player to leave the game when one had a healthy character since that character would keep the others to that area until the abandoned character died (this meant that leaving was worse the more health the character had).

The Lego Star Wars Series (except the GBA version) supports a second player to at any point join the game with a character, and then leave whenever by simply choosing this option in the game. Given that the gameplay never requires both players and that players can replay levels infinitely the gameplay does not degrade when a player drops out.

Left 4 Dead Series

Using the pattern

Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned.

The sub headings below should be added if feasible.

Diegetic Aspects

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

Interface Aspects

Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns

Narrative Aspects

Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns

Consequences

What effects a patterns has on a design.

Relations

Can Instantiate

Gameplay Design Pattern Template , Gameplay Design Pattern Template

Can Modulate

Multiplayer Games

Can Be Instantiated By

Gameplay Design Pattern Template, Gameplay Design Pattern Template

Can Be Modulated By

Gameplay Design Pattern Template, Gameplay Design Pattern Template

Potentially Conflicting With

Gameplay Design Pattern Template, Gameplay Design Pattern Template

History

Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable.

References

References to external sources.


Microsoft patent regarding one type of Drop-In/Drop-Out in games