Difference between revisions of "Game Pauses"
From gdp3
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Casual Gameplay]], | [[Casual Gameplay]], | ||
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[[Downtime]], | [[Downtime]], | ||
+ | [[Extra-Game Actions]], | ||
[[Freedom of Choice]], | [[Freedom of Choice]], | ||
[[Game Time Manipulation]], | [[Game Time Manipulation]], | ||
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[[Inventories]], | [[Inventories]], | ||
[[Real-Time Games]], | [[Real-Time Games]], | ||
+ | [[Social Interaction]], | ||
+ | [[Tick-Based Games]], | ||
[[Unwinnable Games]] | [[Unwinnable Games]] | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Cutscenes]], | ||
+ | [[Save-Load Cycles]] | ||
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[[AI Players]] together with [[Drop-In/Drop-Out]] | [[AI Players]] together with [[Drop-In/Drop-Out]] | ||
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[[Attention Demanding Gameplay]], | [[Attention Demanding Gameplay]], | ||
[[Tension]], | [[Tension]], | ||
+ | [[The Show Must Go On]], | ||
[[Time Limits]] | [[Time Limits]] | ||
Revision as of 20:14, 15 July 2015
The suspense of progress of game time.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Casual Gameplay, Downtime, Extra-Game Actions, 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, Social Interaction, Tick-Based 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, The Show Must Go On, 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
-