Difference between revisions of "Interruptibility"
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== Consequences == | == Consequences == | ||
− | As mentioned above, providing [[Interruptibility]] for one player may cause [[Downtime]] for | + | As mentioned above, providing [[Interruptibility]] for one player may cause [[Downtime]] for others unless mitigated by [[Drop-In/Drop-Out]] mechanics. |
== Relations == | == Relations == |
Revision as of 08:41, 21 August 2012
Game structures that allow players to interrupt their gameplay without disrupting the gameplay for others.
This pattern is a still a stub.
Contents
Examples
Europa Universalis series Hearts of Iron series
Using the pattern
There are two aspects regarding the use of Interruptibility in games. One relates to making it possible to interrupt one's gameplay without ruining the game instances, the other relates to making it possible to interrupt gameplay without suffering negative consequences.
Issues when Interruptibility is possible but causes negative consequences occur when the game state should continues to update. This most obviously can occur in Multiplayer Games since other players may not want to experience Downtime.
even while one player has ended his or her current play session.
but can occur in any games using Persistent Game Worlds.
Drop-In/Drop-Out designs
Algorithmic Agents and AI Players can support Interruptibility when they can temporarily replace a player during gameplay.
Can Instantiate
, Freedom of Choice, Minimalized Social Weight, Pervasive Gameplay, Tradeoffs, Ubiquitous Gameplay
Can Modulate
-
Can Be Instantiated By
Asynchronous Games, Coupled Games, Game Pauses, No-Ops, Spawning, Tick-Based Games
Potentially Conflicting With
Multiplayer Games, Persistent Game Worlds
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
As mentioned above, providing Interruptibility for one player may cause Downtime for others unless mitigated by Drop-In/Drop-Out mechanics.
Relations
Can Instantiate
Downtime, Freedom of Choice, Minimalized Social Weight, Pervasive Gameplay, Tradeoffs, Ubiquitous Gameplay
Can Modulate
-
Can Be Instantiated By
AI Players, Algorithmic Agents, Asynchronous Games, Coupled Games, Drop-In/Drop-Out, Game Pauses, No-Ops, Spawning, Tick-Based Games
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
Multiplayer Games, Persistent Game Worlds
History
Updated version of the pattern Interruptibility first described in the report Game Design Patterns for Mobile Games[1].
References
- ↑ Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.
Acknowledgements
Johan Peitz