Difference between revisions of "Events Timed to the Real World"
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== Consequences == | == Consequences == | ||
− | + | Having [[Events Timed to the Real World]] is an easy way to have [[Ephemeral Events]] since they easily can start and stop as the real world event does. | |
+ | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Ephemeral Events]] | ||
==== with ... ==== | ==== with ... ==== |
Revision as of 19:13, 16 February 2011
Gameplay events are initiated by specific real time events occurring.
Games that update in direct relation to the passage of time can use this to start and stop specific events so there is a clear relation to identifiable events in the real world. By having the game Events Timed to the Real World in this way, players can have reminders of when extra-ordinary events happen in the game and thereby be encouraged to play then.
Contents
Examples
Using the pattern
Enablers: Tick-Based Games; Con: Evolving Gameplay Design, Encouraged Return Visits)
Evolving Rule Sets Ephemeral Events
Real-Time Games Tick-Based Games
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Having Events Timed to the Real World is an easy way to have Ephemeral Events since they easily can start and stop as the real world event does.
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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