Difference between revisions of "Tick-Based Games"
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== Consequences == | == Consequences == | ||
− | [[Tick-Based Games]] allow players to do a limited number of action each tick, including [[No-Ops]]. Since this makes players have to perform actions within certain amount of time to not lose those actions, [[Tick-Based Games]] introduce [[Time Limits]]. 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. However, if players want to play more than the can during a tick, [[Tick-Based Games]] leads to [[Downtime]]. [[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]]. Since this makes players have to perform actions within certain amount of time to not lose those actions, [[Tick-Based Games]] introduce [[Time Limits]]. 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. However, if players want to play more than the can during a tick, [[Tick-Based Games]] leads to [[Downtime]] (but at the same time the length of the tick determines the maximum amount of [[Downtime]] possible). [[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]] | + | [[Tick-Based Games]] that take place in [[Private Game Spaces]] support [[Asynchronous Gameplay]]. |
== Relations == | == Relations == |
Revision as of 15:03, 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
Designing games so that the game state is updated at regular intervals is typically done so The Show Must Go On, both for games with Asynchronous and Synchronous Gameplay. 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 does this for players after their Avatars or Player Characters have died while Cooldown do this for actions.
Tick-Based Games need to limit the number of actions players can do each tick to be meaningful, but Action Caps can be used to not limit this to one action per tick. Seen in another perspective, Tick-Based Games can be seen as putting Time Limits on Budgeted Action Points. While Tick-Based Games in general create Time Limits in games, they can also be modified by Time Limits in the sense that the game may only last a specific number of ticks.
Can Be Modulated By
Always Vulnerable, Game Pauses, Persistent Game Worlds, Real-Time Games,
Can Modulate
Massively Single-Player Online Games can be made into Tick-Based Games to enforce Action Caps or Downtime on players.
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. Since this makes players have to perform actions within certain amount of time to not lose those actions, Tick-Based Games introduce Time Limits. 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. However, if players want to play more than the can during a tick, Tick-Based Games leads to Downtime (but at the same time the length of the tick determines the maximum amount of Downtime possible). 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.
Relations
Can Instantiate
Downtime, Drop-In/Drop-Out, Events Timed to the Real World, Exaggerated Perception of Influence, Freedom of Choice, Interruptibility, Negotiable Play Sessions, No-Ops, The Show Must Go On
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, Time Limits
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
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