Difference between revisions of "Interruptibility"
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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]], but games with [[Persistent Game Worlds]] can have this regardless if any other players have ongoing play sessions. [[No-Ops]] let players take breaks even if they can be affected by game events and the gameplay can become unbalance for other players, and [[Tick-Based Games]] can enforce [[No-Ops]] for players who have not provided new gameplay actions before the tick occurs. [[Drop-In/Drop-Out]] designs avoid that the pausing player has negative consequences but other players can still experience imbalances - [[Algorithmic Agents]] and [[AI Players]] can avoid this by filling in for the players that have left. | 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]], but games with [[Persistent Game Worlds]] can have this regardless if any other players have ongoing play sessions. [[No-Ops]] let players take breaks even if they can be affected by game events and the gameplay can become unbalance for other players, and [[Tick-Based Games]] can enforce [[No-Ops]] for players who have not provided new gameplay actions before the tick occurs. [[Drop-In/Drop-Out]] designs avoid that the pausing player has negative consequences but other players can still experience imbalances - [[Algorithmic Agents]] and [[AI Players]] can avoid this by filling in for the players that have left. | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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[[Coupled Games]], | [[Coupled Games]], | ||
[[Spawning]], | [[Spawning]], | ||
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
+ | [[Interruptibility]] may cause issues with [[Diegetic Consistency]] since the removal of a player's [[Characters|Character]] may be difficult to explain in diegetic terms. | ||
=== Interface Aspects === | === Interface Aspects === | ||
− | + | Games supporting [[Interruptibility]] may need to provide [[Game Lobbies]] to help players know if other players have interrupted their gameplay, and to let returning players be aware of the current game state. | |
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== Consequences == | == Consequences == | ||
As mentioned above, providing [[Interruptibility]] for one player may cause [[Downtime]] for others unless mitigated by [[Drop-In/Drop-Out]] mechanics. | As mentioned above, providing [[Interruptibility]] for one player may cause [[Downtime]] for others unless mitigated by [[Drop-In/Drop-Out]] mechanics. | ||
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+ | === Can Instantiate === | ||
+ | Interruptibility | ||
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+ | [[Freedom of Choice]], | ||
+ | [[Minimalized Social Weight]], | ||
+ | [[Pervasive Gameplay]], | ||
+ | [[Tradeoffs]], | ||
+ | [[Ubiquitous Gameplay]] | ||
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== Relations == | == Relations == | ||
+ | [[Diegetic Consistency]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Downtime]], | [[Downtime]], | ||
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=== Can Modulate === | === Can Modulate === | ||
− | + | [[Game Lobbies]] | |
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 09:01, 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. Game Pauses and support for Save-Load Cycles help pausing game instances so they can be resumed later, while Asynchronous Games are based upon not requiring all players to be active at the same time and thereby make it easy (or necessary) for individual players to take breaks in the gameplay.
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, but games with Persistent Game Worlds can have this regardless if any other players have ongoing play sessions. No-Ops let players take breaks even if they can be affected by game events and the gameplay can become unbalance for other players, and Tick-Based Games can enforce No-Ops for players who have not provided new gameplay actions before the tick occurs. Drop-In/Drop-Out designs avoid that the pausing player has negative consequences but other players can still experience imbalances - Algorithmic Agents and AI Players can avoid this by filling in for the players that have left.
Can Be Instantiated By
Diegetic Aspects
Interruptibility may cause issues with Diegetic Consistency since the removal of a player's Character may be difficult to explain in diegetic terms.
Interface Aspects
Games supporting Interruptibility may need to provide Game Lobbies to help players know if other players have interrupted their gameplay, and to let returning players be aware of the current game state.
Consequences
As mentioned above, providing Interruptibility for one player may cause Downtime for others unless mitigated by Drop-In/Drop-Out mechanics.
Can Instantiate
Interruptibility
Freedom of Choice, Minimalized Social Weight, Pervasive Gameplay, Tradeoffs, Ubiquitous Gameplay
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