Difference between revisions of "Tick-Based Games"
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Modulated by: [[Budgeted Action Points]] | Modulated by: [[Budgeted Action Points]] | ||
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[[Ubiquitous Gameplay]] | [[Ubiquitous Gameplay]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
− | [[Exaggerated Perception of Influence]] | + | [[Events Timed to the Real World]], |
+ | [[Exaggerated Perception of Influence]], | ||
+ | [[Freedom of Choice]], | ||
+ | [[Interruptibility]], | ||
+ | [[Negotiable Play Sessions]], | ||
+ | [[No-Ops]] | ||
==== with [[Private Game Spaces]] ==== | ==== with [[Private Game Spaces]] ==== | ||
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Asynchronous Gameplay]], | ||
+ | [[Downtime]], | ||
[[Massively Single-Player Online Games]] | [[Massively Single-Player Online Games]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | [[Dedicated Game Facilitators]] | + | [[Cooldown]], |
+ | [[Dedicated Game Facilitators]], | ||
+ | [[Spawning]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Action Caps]], | ||
+ | [[Always Vulnerable]], | ||
+ | [[Game Pauses]], | ||
+ | [[Persistent Game Worlds]], | ||
[[Private Game Spaces]], | [[Private Game Spaces]], | ||
[[Real-Time Games]], | [[Real-Time Games]], |
Revision as of 18:44, 16 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
Can Instantiate
Events Timed to the Real World, Exaggerated Perception of Influence, Freedom of Choice, Interruptibility, Negotiable Play Sessions, No-Ops
with Private Game Spaces
Asynchronous Gameplay, Freedom of Choice
Can Modulate
Asynchronous Gameplay, Downtime, Massively Single-Player Online Games
Can Be Instantiated By
Cooldown, Dedicated Game Facilitators, Spawning
Can Be Modulated By
Action Caps, Always Vulnerable, Game Pauses, Persistent Game Worlds, Private Game Spaces, Real-Time Games, Time Limits
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
-