Difference between revisions of "Tick-Based Games"
(→Consequences) |
|||
Line 18: | Line 18: | ||
== Using the pattern == | == Using the pattern == | ||
+ | |||
+ | [[Dedicated Game Facilitators]] are typically needed to enforce, or at least inform players, when ticks should occur. Ticks can also be created locally for players or for actions. [[Spawning]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Cooldown]], | [[Cooldown]], | ||
− | + | ||
− | + | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
Line 33: | Line 35: | ||
[[Time Limits]] | [[Time Limits]] | ||
− | === | + | === Can Modulate === |
+ | [[Asynchronous Gameplay]], | ||
+ | [[Budgeted Action Points]], | ||
+ | [[Massively Single-Player Online Games]], | ||
+ | [[Synchronous Gameplay]] | ||
− | |||
− | + | Like in [[Real-Time Games]], [[Tick-Based Games]] can make [[Events Timed to the Real World]]. | |
== Consequences == | == Consequences == | ||
[[Tick-Based Games]] allow players to do a limited number of action each tick, including [[No-Ops]]. When the time allotted to each tick is more than significant for planning and performing these actions, [[Tick-Based Games]] support a bounded [[Freedom of Choice]] of when to play, or phrased differently, [[Negotiable Play Sessions]]. This also supports a limited form of [[Interruptibility]] since players can interrupt their gameplay without negative effects if they have time to plan and perform necessary gameplay action before the tick occurs. [[Exaggerated Perception of Influence]] can be another consequence of [[Tick-Based Games]] in these cases where they have ample time to plan what to do. | [[Tick-Based Games]] allow players to do a limited number of action each tick, including [[No-Ops]]. When the time allotted to each tick is more than significant for planning and performing these actions, [[Tick-Based Games]] support a bounded [[Freedom of Choice]] of when to play, or phrased differently, [[Negotiable Play Sessions]]. This also supports a limited form of [[Interruptibility]] since players can interrupt their gameplay without negative effects if they have time to plan and perform necessary gameplay action before the tick occurs. [[Exaggerated Perception of Influence]] can be another consequence of [[Tick-Based Games]] in these cases where they have ample time to plan what to do. | ||
− | + | [[Tick-Based Games]] that take place in [[Private Game Spaces]] support [[Asynchronous Gameplay]]. They limit the amount of [[Downtime]] a player can have to the length of a tick. | |
− | + | ||
− | [[ | + | |
− | + | ||
− | + | ||
− | [[Asynchronous Gameplay]] | + | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | [[Downtime]] | + | |
− | + | ||
− | + | ||
== Relations == | == Relations == |
Revision as of 12:34, 18 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
Dedicated Game Facilitators are typically needed to enforce, or at least inform players, when ticks should occur. Ticks can also be created locally for players or for actions. Spawning
Can Be Instantiated By
Can Be Modulated By
Action Caps, Always Vulnerable, Game Pauses, Persistent Game Worlds, Private Game Spaces, Real-Time Games, Time Limits
Can Modulate
Asynchronous Gameplay, Budgeted Action Points, Massively Single-Player Online Games, Synchronous Gameplay
Like in Real-Time Games, Tick-Based Games can make Events Timed to the Real World.
Consequences
Tick-Based Games allow players to do a limited number of action each tick, including No-Ops. When the time allotted to each tick is more than significant for planning and performing these actions, Tick-Based Games support a bounded Freedom of Choice of when to play, or phrased differently, Negotiable Play Sessions. This also supports a limited form of Interruptibility since players can interrupt their gameplay without negative effects if they have time to plan and perform necessary gameplay action before the tick occurs. Exaggerated Perception of Influence can be another consequence of Tick-Based Games in these cases where they have ample time to plan what to do.
Tick-Based Games that take place in Private Game Spaces support Asynchronous Gameplay. They limit the amount of Downtime a player can have to the length of a tick.
Relations
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, Budgeted Action Points, Downtime, Massively Single-Player Online Games, Synchronous Gameplay
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
-
Potentially Conflicting With
-
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
-