Difference between revisions of "Downtime"
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Potentially conflicting with: Time Limits, Ephemeral Goals, Real-Time Games, Negotiation, Tension, Freedom of Choice, Game Masters, Dedicated Game Facilitators, Limited Planning Ability, Immersion | Potentially conflicting with: Time Limits, Ephemeral Goals, Real-Time Games, Negotiation, Tension, Freedom of Choice, Game Masters, Dedicated Game Facilitators, Limited Planning Ability, Immersion | ||
− | [[Interruptible Actions]] | + | [[Interruptible Actions]], |
− | [[Analysis Paralysis]] | + | [[Analysis Paralysis]], |
− | [[Real-Time Games]] | + | [[Real-Time Games]], |
− | [[Time Limits]] | + | [[Time Limits]], |
− | [[Extended Actions]] | + | [[Extended Actions]], |
− | [[Tension]] | + | [[Tension]], |
− | [[Dedicated Game Facilitators]] | + | [[Dedicated Game Facilitators]], |
− | [[Avatars]] | + | [[Avatars]], |
− | [[Combos]] | + | [[Combos]], |
− | [[Turn-Based Games]] | + | [[Turn-Based Games]], |
− | [[Turn Taking]] | + | [[Turn Taking]], |
− | [[Characters]] | + | [[Characters]], |
− | [[Stimulated Planning]] | + | [[Stimulated Planning]], |
− | [[Strategic Planning]] | + | [[Strategic Planning]], |
− | [[Tactical Planning]] | + | [[Tactical Planning]], |
− | [[Predetermined Story Structures]] | + | [[Predetermined Story Structures]], |
− | [[Action Programming]] | + | [[Action Programming]], |
− | + | [[Late Arriving Players]], | |
− | [[Late Arriving Players]] | + | [[Gossip]], |
− | [[Gossip]] | + | [[Cutscenes]], |
− | [[Cutscenes]] | + | [[Ephemeral Goals]], |
− | [[Ephemeral Goals]] | + | [[Self-Facilitated Games]], |
− | [[Self-Facilitated Games]] | + | [[Game Masters]], |
− | [[Game Masters]] | + | [[No-Ops]], |
− | [[No-Ops]] | + | [[Development Time]], |
− | [[Development Time]] | + | [[Memorizing]], |
− | [[Memorizing]] | + | [[Helplessness]], |
− | [[Helplessness]] | + | [[Cooldown]], |
− | [[Cooldown]] | + | [[Weapons]], |
− | [[Weapons]] | + | [[Ammunition]], |
− | [[Ammunition]] | + | [[Temporal Consistency]], |
− | [[Temporal Consistency]] | + | [[Predictable Consequences]], |
− | [[Predictable Consequences]] | + | [[Movement Limitations]], |
− | [[Movement Limitations]] | + | [[Ability Losses]], |
− | [[Ability Losses]] | + | [[Permadeath]], |
− | [[Permadeath]] | + | [[Lives]], |
− | [[Lives]] | + | [[Player Killing]], |
− | [[Player Killing]] | + | [[Player Elimination]], |
− | [[Player Elimination]] | + | [[Death Consequences]], |
− | [[Death Consequences]] | + | [[Spawning]], |
− | [[Spawning]] | + | [[Camping]], |
− | [[Camping]] | + | [[Early Elimination]], |
− | [[Early Elimination]] | + | [[Damage]], |
− | [[Damage]] | + | [[Loading Hints]], |
− | [[Loading Hints]] | + | [[Hotseating]], |
− | [[Hotseating]] | + | [[Ubiquitous Gameplay]], |
− | [[Ubiquitous Gameplay]] | + | [[Rescue]], |
− | + | [[Interruptibility]], | |
− | [[Rescue]] | + | [[Social Roles]], |
− | [[Interruptibility]] | + | [[Minimalized Social Weight]], |
− | [[Social Roles]] | + | [[Tiered Participation]], |
− | [[Minimalized Social Weight]] | + | |
− | [[Tiered Participation]] | + | [[Multiplayer Games]], |
− | + | [[Meta Games]], | |
− | [[ | + | [[Summary Updates]], |
− | [[ | + | [[Unsynchronized Game Sessions]], |
− | [[ | + | |
− | [[Unsynchronized Game Sessions]] | + | |
− | + | ||
=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[Spectators]], | |
==== with ... ==== | ==== with ... ==== | ||
Line 108: | Line 105: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | + | [[Asynchronous Gameplay]], | |
+ | [[Game Over]], | ||
+ | [[Resources]], | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 13:56, 5 March 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
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Individual Penalties, Anticipation, Penalties, Tension
Modulates: Damage, Unknown Goals, Multiplayer Games, Closure Points, Consistent Reality Logic, Single-Player Games
Instantiated by: Early Elimination, Spectators, Extended Actions, Cognitive Immersion, Movement Limitations, Multiplayer Games, Turn-Based Games, Synchronous Games, Asynchronous Games, Analysis Paralysis, Ultra-Powerful Events, Save-Load Cycles, Cut Scenes, Ability Losses, Spawning, Turn Taking, Player Killing, Player Elimination, Game Pauses
Modulated by: Tick-Based Games, Dedicated Game Facilitators, Right Level of Complexity, Limited Resources, Game Masters
Potentially conflicting with: Time Limits, Ephemeral Goals, Real-Time Games, Negotiation, Tension, Freedom of Choice, Game Masters, Dedicated Game Facilitators, Limited Planning Ability, Immersion
Interruptible Actions, Analysis Paralysis, Real-Time Games, Time Limits, Extended Actions, Tension, Dedicated Game Facilitators, Avatars, Combos, Turn-Based Games, Turn Taking, Characters, Stimulated Planning, Strategic Planning, Tactical Planning, Predetermined Story Structures, Action Programming, Late Arriving Players, Gossip, Cutscenes, Ephemeral Goals, Self-Facilitated Games, Game Masters, No-Ops, Development Time, Memorizing, Helplessness, Cooldown, Weapons, Ammunition, Temporal Consistency, Predictable Consequences, Movement Limitations, Ability Losses, Permadeath, Lives, Player Killing, Player Elimination, Death Consequences, Spawning, Camping, Early Elimination, Damage, Loading Hints, Hotseating, Ubiquitous Gameplay, Rescue, Interruptibility, Social Roles, Minimalized Social Weight, Tiered Participation,
Multiplayer Games, Meta Games, Summary Updates, Unsynchronized Game Sessions,
Can Instantiate
with ...
Can Modulate
-
Can Be Instantiated By
Asynchronous Gameplay, Game Over, Resources,
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Downtime 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
-