Difference between revisions of "Negotiable Play Sessions"
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[[Self-Facilitated Games]] | [[Self-Facilitated Games]] | ||
[[Time Limits]] | [[Time Limits]] | ||
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== Consequences == | == Consequences == | ||
+ | By letting players have control over when they play parts of what will become the total gameplay of a game, [[Negotiable Play Sessions]] supports both [[Casual Gameplay|Casual]] and [[Ubiquitous Gameplay]]. | ||
== Relations == | == Relations == |
Revision as of 13:47, 15 August 2012
Support for players to be able to decide how long individual play sessions should be without negatively affecting the outcome of a game.
Many times playing a game is done over several play sessions. Players may have different preferences on how long these should be, and individual players may change their preferences from play session to play session. Games that include design options to let players have varying lengths of their play sessions without disrupting the gameplay progression (but not necessarily the gameplay experience) can be said to have Negotiable Play Sessions.
Contents
Examples
Using the pattern
Can Be Instantiated By
Drop-In/Drop-Out, Game Pauses, Save-Load Cycles, Tick-Based Games Turn-Based Games
Self-Facilitated Games Time Limits
Consequences
By letting players have control over when they play parts of what will become the total gameplay of a game, Negotiable Play Sessions supports both Casual and Ubiquitous Gameplay.
Relations
Can Instantiate
Casual Gameplay, Ubiquitous Gameplay
Can Modulate
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Can Be Instantiated By
Drop-In/Drop-Out, Game Pauses, Save-Load Cycles, Self-Facilitated Games, Tick-Based Games, Time Limits, Turn-Based Games
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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