Difference between revisions of "Attention Demanding Gameplay"
(→Using the pattern) |
|||
Line 23: | Line 23: | ||
== Using the pattern == | == Using the pattern == | ||
− | The primary ways of creating [[Attention Demanding Gameplay]] revolve around time and attention. [[Time Limits]] to perform certain actions can force players to have to pay attention to these while they last (an archetypical use of [[Time Limits]] is together with [[Traps]]) and [[Real-Time Games]] form a solid foundation for the pattern since this allows events to occur independently of players' actions. However, neither [[Time Pressure]] nor [[Time Limited Game Instances]] do necessarily create [[Attention Demanding Gameplay]] as the game [[4 Minutes and 33 Seconds of Uniqueness]] shows. | + | The primary ways of creating [[Attention Demanding Gameplay]] revolve around time and attention. [[Time Limits]] to perform certain actions can force players to have to pay attention to these while they last (an archetypical use of [[Time Limits]] is together with [[Traps]]) and [[Real-Time Games]] form a solid foundation for the pattern since this allows events to occur independently of players' actions. However, neither [[Time Pressure]] nor [[Time Limited Game Instances]] do necessarily create [[Attention Demanding Gameplay]] as the game [[4 Minutes and 33 Seconds of Uniqueness]] shows. The pattern [[Always Vulnerable]] covers the "extreme" version of [[Real-Time Games]] where assets in a game can be in danger even when players' are not playing. |
Given [[Real-Time Games]], [[Attention Demanding Gameplay]] can easily be created using common patterns such as [[Enemies]], [[Combat]], and [[Maneuvering]]. More specialized instances can be created locally through [[Flanking Routes]], [[Guard]], [[Game Items]] together with [[Stealing]]. [[Scripted Information Sequences]] naturally draw players attention and can create [[Attention Demanding Gameplay]] when used together with [[Traps]] or [[The Show Must Go On]]. | Given [[Real-Time Games]], [[Attention Demanding Gameplay]] can easily be created using common patterns such as [[Enemies]], [[Combat]], and [[Maneuvering]]. More specialized instances can be created locally through [[Flanking Routes]], [[Guard]], [[Game Items]] together with [[Stealing]]. [[Scripted Information Sequences]] naturally draw players attention and can create [[Attention Demanding Gameplay]] when used together with [[Traps]] or [[The Show Must Go On]]. | ||
− | + | Various ways can modify [[Attention Demanding Gameplay]] once a design with it has been created. [[Disruption of Focused Attention]] or required [[Attention Swapping]] (e.g. through providing multiple [[Focus Loci]]) makes it more difficult to maintain. In contrast, letting players interact with [[God Fingers]] as [Focus Loci]] can make it easier for players to quickly move between various actions they need to perform. Finally, simply modifying the [[Penalties]] associated with the failure of having attention modifies the demand of being attentive. | |
− | + | ||
− | + | ||
− | + | ||
− | Various ways can modify [[Attention Demanding Gameplay]] once a design with it has been created. [[Disruption of Focused Attention]] or required [[Attention Swapping]] makes it more difficult to maintain. In contrast, letting players interact with [[God Fingers]] as [Focus Loci]] can make it easier for players to quickly move between various actions they need to perform. Finally, simply modifying the [[Penalties]] associated with the failure of having attention modifies the demand of being attentive. | + | |
[[Attention Demanding Gameplay]] can be difficult to use together with [[Game Pauses]], [[Minimalized Social Weight]], or [[Ubiquitous Gameplay]]. | [[Attention Demanding Gameplay]] can be difficult to use together with [[Game Pauses]], [[Minimalized Social Weight]], or [[Ubiquitous Gameplay]]. |
Revision as of 18:04, 1 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Multiplayer Online Battle Arena Games such as League of Legends, the StarCraft series and Defense of the Ancients require people to pay close attention to their opponents actions.
Using the pattern
The primary ways of creating Attention Demanding Gameplay revolve around time and attention. Time Limits to perform certain actions can force players to have to pay attention to these while they last (an archetypical use of Time Limits is together with Traps) and Real-Time Games form a solid foundation for the pattern since this allows events to occur independently of players' actions. However, neither Time Pressure nor Time Limited Game Instances do necessarily create Attention Demanding Gameplay as the game 4 Minutes and 33 Seconds of Uniqueness shows. The pattern Always Vulnerable covers the "extreme" version of Real-Time Games where assets in a game can be in danger even when players' are not playing.
Given Real-Time Games, Attention Demanding Gameplay can easily be created using common patterns such as Enemies, Combat, and Maneuvering. More specialized instances can be created locally through Flanking Routes, Guard, Game Items together with Stealing. Scripted Information Sequences naturally draw players attention and can create Attention Demanding Gameplay when used together with Traps or The Show Must Go On.
Various ways can modify Attention Demanding Gameplay once a design with it has been created. Disruption of Focused Attention or required Attention Swapping (e.g. through providing multiple Focus Loci) makes it more difficult to maintain. In contrast, letting players interact with God Fingers as [Focus Loci]] can make it easier for players to quickly move between various actions they need to perform. Finally, simply modifying the Penalties associated with the failure of having attention modifies the demand of being attentive.
Attention Demanding Gameplay can be difficult to use together with Game Pauses, Minimalized Social Weight, or Ubiquitous Gameplay.
Consequences
Attention Demanding Gameplay gives rise to, or increases, Tension in games since players must keep their focus on the gameplay at all times. Failure to do so and the resulting effects can create FUBAR Enjoyment.
Relations
Can Instantiate
Can Modulate
-
Can Be Instantiated By
Always Vulnerable, Combat, Enemies, Flanking Routes, Focus Loci, Guard, Maneuvering, Real-Time Games, Time Limits
Game Items together with Stealing
Scripted Information Sequences together with Traps or The Show Must Go On
Time Limits together with Traps
Can Be Modulated By
Attention Swapping, Disruption of Focused Attention, God Fingers, Penalties
Possible Closure Effects
-
Potentially Conflicting With
Game Pauses, Minimalized Social Weight, Ubiquitous Gameplay
History
New pattern created in this wiki.
References
-
Acknowledgements
-