Difference between revisions of "Negotiable Game Sessions"
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Players of any game may have preferences on how long the game should take to complete, and this may change between each time the game is played. Games that allow players to influence the time taken to play through them can be said to have [[Negotiable Game Sessions]]. | Players of any game may have preferences on how long the game should take to complete, and this may change between each time the game is played. Games that allow players to influence the time taken to play through them can be said to have [[Negotiable Game Sessions]]. | ||
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+ | Note: This pattern is based upon the [[Underlying_Assumptions_and_Concepts#Game Sessions|Game Sessions]] concept from the activity-based framework used for developing the original gameplay design patterns collection. | ||
=== Examples === | === Examples === |
Revision as of 09:24, 16 August 2012
Support for players to have complete gameplay experiences while having influence over the time need and without negatively affecting other players gameplay experience.
Players of any game may have preferences on how long the game should take to complete, and this may change between each time the game is played. Games that allow players to influence the time taken to play through them can be said to have Negotiable Game Sessions.
Note: This pattern is based upon the Game Sessions concept from the activity-based framework used for developing the original gameplay design patterns collection.
Contents
Examples
Sandbox Games such as Dwarf Fortress, Minecraft, and Sims series does not force players to strive towards winning conditions and can for this reason continue to be played for as long as players find them interesting. Even those that have more explicit winning conditions, e.g. the Elder Scrolls series and the Grand Theft Auto series, have Negotiable Game Sessions when they let players continue playing after the game is won.
There is no natural ending point for Tabletop Roleplaying Games such as Dungeons & Dragons or Call of Cthulhu as long as the game master and enough players are willing to continue. This gives these games a weak form of Negotiable Game Sessions.
Using the pattern
Several factors affect if a game supports Negotiable Game Sessions.
Multiplayer Games complicates the issue of having Negotiable Game Sessions since the
Sandbox Gameplay Negotiable Play Sessions Time Limits Drop-In/Drop-Out Self-Facilitated Games
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Speed Runs Sandbox Gameplay Negotiable Play Sessions Time Limits Drop-In/Drop-Out Self-Facilitated Games Single-Player Games
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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