Difference between revisions of "Interruptible Actions"

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''Actions that can be interrupted before they affect the game state.''
 
''Actions that can be interrupted before they affect the game state.''
  
Short paragraph giving the description of the pattern while not referring to any other patterns.
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Just because players have performed, or started to perform, actions does not mean that they will affect the game state. Games that allow actions to be interrupted before they affect the game state, either partially or fully, have Interruptible Actions.
  
 
=== Examples ===
 
=== Examples ===
Some examples, preferably from different genres and with links to wiki pages of the games.
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Example: Most fighting games allow players to block opponent's attacks, effectively making the attacks interruptible.
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Example: In RoboRally, players choose how their robots should move by deciding a sequence of programming cards. These are the actions the robot will perform, but since other robots' movement may push the robot around, the intended actions are interruptible.
  
 
== Using the pattern ==
 
== 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.
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In Real-Time Games, Interruptible Actions are either Extended Actions with Delayed Effects, so that other actions can be performed before the effect of the Interruptible Actions takes place, or that the interrupting actions can be started before the Interruptible Actions. In Turn-Based Games, special Turn Taking sequences may be necessary to describe in rules for how actions can be interrupted, even though these sequences are skipped in many turns.
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Interruptible Actions can be used to modulate Irreversible Actions so that permanent effects on the game state cannot be initiated by one player without other players having a chance to affect this, thus providing Balancing Effects in games. This is common in fighting games where players can block attacks or interrupt Combos.
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In games with Negotiation, for example Trading, having the Negotiation be an Interruptible Action allows several parts to simultaneously engage in Negotiation and lets them immediately respond to the proposals of other players.
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Being able to interrupt an action can be a Privileged Ability. This is most common in card games but can also be found in situations where judges are used to modulate Negotiation. Depending on the game, it may be allowed to interrupt Storytelling and this can be used to make the story into a collaborative action.
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
  
What effects a patterns has on a design.
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As completing an Interruptible Action can be a goal in itself, all Interruptible Actions spawn Interferable Goals. In a case where players have multiple Focus Loci, Interruptible Actions that are also Extended Actions may require players to perform Risk/Reward choices on how much Attention Swapping is necessary to ensure completion of the actions.
  
 
== Relations ==
 
== Relations ==
  
 
=== Instantiates ===
 
=== Instantiates ===
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]
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[[Attention Swapping]], [[Interferable Goals]], [[Risk/Reward]], [[Balancing Effects]]
  
 
=== Modulates ===
 
=== Modulates ===
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]
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[[Extended Actions]], [[Trading]], [[Storytelling]], [[Combos]], [[Negotiation]], [[Irreversible Events]]
  
 
=== Instantiated By ===
 
=== Instantiated By ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
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[[Turn Taking]], [[Privileged Abilities]]
  
 
=== Modulated By ===
 
=== Modulated By ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
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[[Delayed Effects]]
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
 
  
 
== History ==
 
== History ==
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== References ==
 
== References ==
Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.  
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Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
 
+
 
+
 
+
Just because players have performed, or started to perform, actions does not mean that they will affect the game state. Games that allow actions to be interrupted before they affect the game state, either partially or fully, have Interruptible Actions.
+
 
+
Example: Most fighting games allow players to block opponent's attacks, effectively making the attacks interruptible.
+
 
+
Example: In RoboRally, players choose how their robots should move by deciding a sequence of programming cards. These are the actions the robot will perform, but since other robots' movement may push the robot around, the intended actions are interruptible.
+
 
+
Using the pattern
+
 
+
In Real-Time Games, Interruptible Actions are either Extended Actions with Delayed Effects, so that other actions can be performed before the effect of the Interruptible Actions takes place, or that the interrupting actions can be started before the Interruptible Actions. In Turn-Based Games, special Turn Taking sequences may be necessary to describe in rules for how actions can be interrupted, even though these sequences are skipped in many turns.
+
 
+
Interruptible Actions can be used to modulate Irreversible Actions so that permanent effects on the game state cannot be initiated by one player without other players having a chance to affect this, thus providing Balancing Effects in games. This is common in fighting games where players can block attacks or interrupt Combos.
+
 
+
In games with Negotiation, for example Trading, having the Negotiation be an Interruptible Action allows several parts to simultaneously engage in Negotiation and lets them immediately respond to the proposals of other players.
+
 
+
Being able to interrupt an action can be a Privileged Ability. This is most common in card games but can also be found in situations where judges are used to modulate Negotiation. Depending on the game, it may be allowed to interrupt Storytelling and this can be used to make the story into a collaborative action.
+
 
+
Consequences
+
 
+
As completing an Interruptible Action can be a goal in itself, all Interruptible Actions spawn Interferable Goals. In a case where players have multiple Focus Loci, Interruptible Actions that are also Extended Actions may require players to perform Risk/Reward choices on how much Attention Swapping is necessary to ensure completion of the actions.
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+
Relations
+
 
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Instantiates: Attention Swapping, Interferable Goals, Risk/Reward, Balancing Effects
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Modulates: Extended Actions, Trading, Storytelling, Combos, Negotiation, Irreversible Actions
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Instantiated by: Turn Taking, Privileged Abilities
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Modulated by: Delayed Effects
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Revision as of 14:39, 4 November 2009

Actions that can be interrupted before they affect the game state.

Just because players have performed, or started to perform, actions does not mean that they will affect the game state. Games that allow actions to be interrupted before they affect the game state, either partially or fully, have Interruptible Actions.

Examples

Example: Most fighting games allow players to block opponent's attacks, effectively making the attacks interruptible.

Example: In RoboRally, players choose how their robots should move by deciding a sequence of programming cards. These are the actions the robot will perform, but since other robots' movement may push the robot around, the intended actions are interruptible.

Using the pattern

In Real-Time Games, Interruptible Actions are either Extended Actions with Delayed Effects, so that other actions can be performed before the effect of the Interruptible Actions takes place, or that the interrupting actions can be started before the Interruptible Actions. In Turn-Based Games, special Turn Taking sequences may be necessary to describe in rules for how actions can be interrupted, even though these sequences are skipped in many turns.

Interruptible Actions can be used to modulate Irreversible Actions so that permanent effects on the game state cannot be initiated by one player without other players having a chance to affect this, thus providing Balancing Effects in games. This is common in fighting games where players can block attacks or interrupt Combos.

In games with Negotiation, for example Trading, having the Negotiation be an Interruptible Action allows several parts to simultaneously engage in Negotiation and lets them immediately respond to the proposals of other players.

Being able to interrupt an action can be a Privileged Ability. This is most common in card games but can also be found in situations where judges are used to modulate Negotiation. Depending on the game, it may be allowed to interrupt Storytelling and this can be used to make the story into a collaborative action.

Diegetic Aspects

Text about how the pattern relates to diegetic elements, interface elements, and narrative structures.

Consequences

As completing an Interruptible Action can be a goal in itself, all Interruptible Actions spawn Interferable Goals. In a case where players have multiple Focus Loci, Interruptible Actions that are also Extended Actions may require players to perform Risk/Reward choices on how much Attention Swapping is necessary to ensure completion of the actions.

Relations

Instantiates

Attention Swapping, Interferable Goals, Risk/Reward, Balancing Effects

Modulates

Extended Actions, Trading, Storytelling, Combos, Negotiation, Irreversible Events

Instantiated By

Turn Taking, Privileged Abilities

Modulated By

Delayed Effects

Potentially Conflicting With

History

An rewrite of the original pattern named Irreversible Actions in the book 'Patterns in Game Design' (Björk & Holopainen, 2004).

References

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