Difference between revisions of "Asynchronous Gameplay"
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Downtime]], | ||
+ | [[Freedom of Choice]], | ||
[[Interruptibility]], | [[Interruptibility]], | ||
[[Stimulated Planning]], | [[Stimulated Planning]], | ||
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[[Mediated Gameplay]], | [[Mediated Gameplay]], | ||
[[Real-Time Games]], | [[Real-Time Games]], | ||
+ | [[Tick-Based Games]], | ||
[[Turn-Based Games]] | [[Turn-Based Games]] | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
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== History == | == History == |
Revision as of 17:05, 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
Can Instantiate
Downtime, Freedom of Choice, 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, Tick-Based Games, Turn-Based Games
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Asynchronous Games 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
-