Difference between revisions of "Synchronous Gameplay"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
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[[Synchronous Gameplay]] is typically either part of a game design to support [[Togetherness]] or simply a practical consequence of handling [[Excise]] in [[Self-Facilitated Games]] while at the same time letting players observe each other to mitigate risks of errors or cheating. While quite obviously [[Dedicated Game Facilitators]] are not needed in the latter case, in the former it may be necessary if only to postpone the start of gameplay until everyone is present and to synchronize eventual [[Game Pauses]].
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=== Can Be Modulated By ===
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[[Communication Channels]],
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[[Real-Time Games]],
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[[Tick-Based Games]],
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[[Turn-Based Games]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
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[[Game Pauses]]
  
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Downtime]],  
 
[[Downtime]],  
 
[[Multiplayer Games]]
 
[[Multiplayer Games]]
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=== Can Modulate ===
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[[Social Interaction]]
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=== Potentially Conflicting With ===
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[[Turn Taking]]
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== Relations ==
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=== Can Instantiate ===
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[[Downtime]],
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[[Multiplayer Games]],
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[[Togetherness]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Dedicated Game Facilitators]]
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[[Dedicated Game Facilitators]],
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[[Self-Facilitated Games]]  
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 09:07, 17 July 2015

Games in which all players' game and play sessions overlap with each other in time.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Synchronous Gameplay is typically either part of a game design to support Togetherness or simply a practical consequence of handling Excise in Self-Facilitated Games while at the same time letting players observe each other to mitigate risks of errors or cheating. While quite obviously Dedicated Game Facilitators are not needed in the latter case, in the former it may be necessary if only to postpone the start of gameplay until everyone is present and to synchronize eventual Game Pauses.

Can Be Modulated By

Communication Channels, Real-Time Games, Tick-Based Games, Turn-Based Games

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Game Pauses

Can Instantiate

Downtime, Multiplayer Games

Can Modulate

Social Interaction

Potentially Conflicting With

Turn Taking


Relations

Can Instantiate

Downtime, Multiplayer Games, Togetherness

Can Modulate

Social Interaction

Can Be Instantiated By

Dedicated Game Facilitators, Self-Facilitated Games

Can Be Modulated By

Communication Channels, Real-Time Games, Tick-Based Games, Turn-Based Games

Possible Closure Effects

-

Potentially Conflicting With

Turn Taking

History

An updated version of the pattern Synchronous Games that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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