Difference between revisions of "Game Pauses"
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Revision as of 19:54, 15 July 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
Tick-Based Games, Social Interaction
Can Instantiate
Casual Gameplay, Cutscenes, Downtime, Freedom of Choice, Game Time Manipulation, Negotiable Play Sessions, Interruptibility, Social Adaptability, Stimulated Planning, Ubiquitous Gameplay
with Single-Player Games
Drop-In/Drop-Out, Freedom of Choice
Can Modulate
Framed Freedom, Inventories, Real-Time Games, Unwinnable Games
with Single-Player Games
Can Be Instantiated By
AI Players together with Drop-In/Drop-Out
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Always Vulnerable, Attention Demanding Gameplay, Tension, Time Limits
History
An updated version of the pattern Game Pauses 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
-