Difference between revisions of "Tick-Based Games"
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== Relations == | == Relations == | ||
− | + | Modulates: [[Synchronous Gameplay]] | |
− | + | Instantiated by: [[Turn Taking]] | |
− | + | Modulated by: [[Budgeted Action Points]] | |
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− | Modulated by: | + | |
[[Real-Time Games]] | [[Real-Time Games]] |
Revision as of 20:31, 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
Modulates: Synchronous Gameplay
Instantiated by: Turn Taking
Modulated by: Budgeted Action Points
Real-Time Games Time Pressure Time Limits Massively Single-Player Online Games Dedicated Game Facilitators Exaggerated Perception of Influence Turn-Based Games Private Game Spaces Freedom of Choice Persistent Game Worlds No-Ops Events Timed to the Real World Action Caps Cooldown Spawning Always Vulnerable Ubiquitous Gameplay Interruptibility Negotiable Play Sessions Asynchronous Gameplay Downtime Game Pauses
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Tick-Based 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
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