Difference between revisions of "Turn Taking"

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== Consequences ==
 
== Consequences ==
 
Having [[Turn Taking]] in games make them into [[Turn-Based Games]] of one form or another. It allows players to separate their activities during their turns in planning what to do, setting instructions on what to do, and confirming the instructions made. In this sense [[Turn-Based Games]] can support [[Stimulated Planning]] if the actions and events of the game have [[Predictable Consequences]], and and [[Action Programming]] if the interface supports this. The planning, instructing, and confirming can become intermixed if players have a possibility of making several different actions, e.g. through [[Budgeted Action Points]] or having many [[Units]].  
 
Having [[Turn Taking]] in games make them into [[Turn-Based Games]] of one form or another. It allows players to separate their activities during their turns in planning what to do, setting instructions on what to do, and confirming the instructions made. In this sense [[Turn-Based Games]] can support [[Stimulated Planning]] if the actions and events of the game have [[Predictable Consequences]], and and [[Action Programming]] if the interface supports this. The planning, instructing, and confirming can become intermixed if players have a possibility of making several different actions, e.g. through [[Budgeted Action Points]] or having many [[Units]].  
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When the [[Turn-Taking]] is not modified by [[Time Limits]], other players may start to use [[Guilting]] as a way of [[Self-Facilitated Games|Self-Facilitating]] the game flow.
  
 
== Relations ==
 
== Relations ==

Revision as of 11:28, 24 February 2010

Letting one player do some action or actions before letting other players act.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Having Turn Taking in games make them into Turn-Based Games of one form or another. It allows players to separate their activities during their turns in planning what to do, setting instructions on what to do, and confirming the instructions made. In this sense Turn-Based Games can support Stimulated Planning if the actions and events of the game have Predictable Consequences, and and Action Programming if the interface supports this. The planning, instructing, and confirming can become intermixed if players have a possibility of making several different actions, e.g. through Budgeted Action Points or having many Units.

When the Turn-Taking is not modified by Time Limits, other players may start to use Guilting as a way of Self-Facilitating the game flow.

Relations

Can Instantiate

Role Reversal, Turn-Based Games

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Potentially Conflicting With

History

A renamed version of the pattern Turn Taking that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.