Difference between revisions of "Asynchronous Gameplay"
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== Relations == | == Relations == | ||
− | + | nstantiates: Downtime | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
+ | Modulates: Freedom of Choice, Persistent Game Worlds | ||
+ | |||
+ | Instantiated by: Dedicated Game Facilitators, Ghosts | ||
+ | |||
+ | Modulated by: Tick-Based Games, Turn-Based Games, Real-Time Games, Communication Channels | ||
+ | |||
+ | Potentially conflicting with: Public Information | ||
=== Can Instantiate === | === Can Instantiate === | ||
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==== with [[Altruistic Actions]] or [[Cooperation]] ==== | ==== with [[Altruistic Actions]] or [[Cooperation]] ==== | ||
[[Asynchronous Collaborative Actions]] | [[Asynchronous Collaborative Actions]] | ||
+ | |||
+ | ==== with [[Private Game Spaces]] ==== | ||
+ | [[Massively Single-Player Online Games]] | ||
=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Dedicated Game Facilitators]], | ||
[[Ghosts]], | [[Ghosts]], | ||
[[No Direct Player Influence]], | [[No Direct Player Influence]], | ||
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[[Handles]], | [[Handles]], | ||
[[Late Arriving Players]], | [[Late Arriving Players]], | ||
− | [[Mediated Gameplay]] | + | [[Mediated Gameplay]], |
+ | [[Real-Time Games]], | ||
+ | [[Turn-Based Games]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 17:01, 31 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
ref to Unsynchronized Game Sessions
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
nstantiates: Downtime
Modulates: Freedom of Choice, Persistent Game Worlds
Instantiated by: Dedicated Game Facilitators, Ghosts
Modulated by: Tick-Based Games, Turn-Based Games, Real-Time Games, Communication Channels
Potentially conflicting with: Public Information
Can Instantiate
Interruptibility, Stimulated Planning, Ubiquitous Gameplay
with Altruistic Actions or Cooperation
Asynchronous Collaborative Actions
with Private Game Spaces
Massively Single-Player Online Games
Can Modulate
-
Can Be Instantiated By
Dedicated Game Facilitators, Ghosts, No Direct Player Influence, Persistent Game Worlds
Can Be Modulated By
Communication Channels, Free Gift Inventories, Handles, Late Arriving Players, Mediated Gameplay, Real-Time Games, Turn-Based Games
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Asynchronous Gameplay that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-