Difference between revisions of "Self-Facilitated Games"
From gdp3
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=== Examples === | === Examples === | ||
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+ | [[Catch]] | ||
+ | |||
+ | [[Chess]] | ||
+ | [[Go]] | ||
+ | |||
+ | [[Cluedo]] | ||
+ | [[RoboRally]] | ||
+ | |||
+ | |||
+ | [[Illuminati]] | ||
+ | [[Magic: The Gathering]] | ||
+ | |||
+ | [[Call of Cthulhu]] | ||
+ | [[Paranoia]] | ||
+ | [[Warhammer Fantasy Roleplay]] | ||
+ | |||
+ | |||
+ | [[Kingdoms]] | ||
+ | [[DragonMud]] | ||
+ | |||
== Using the pattern == | == Using the pattern == | ||
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+ | [[Real-Time Games]] | ||
+ | [[Drop-In/Drop-Out]] | ||
+ | [[Time Limits]] | ||
+ | [[Randomness]] | ||
+ | [[Dedicated Game Facilitators]] | ||
+ | [[Drop-In/Drop-Out]] | ||
+ | [[Agents]] | ||
+ | [[Units]] | ||
+ | [[Turn-Based Games]] | ||
+ | [[Turn Taking]] | ||
+ | [[AI Players]] | ||
+ | [[Freedom of Choice]] | ||
+ | [[Late Arriving Players]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | [[Excise]] | ||
+ | [[Player Decided Rule Setup]] | ||
+ | [[Evolving Rule Sets]] | ||
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+ | |||
== Relations == | == Relations == |
Revision as of 12:34, 6 January 2011
Games that require that the people involved in the gameplay ensure that the rules are being followed and require that these people perform any necessary book-keeping actions.
This pattern is a still a stub.
Examples
Illuminati
Magic: The Gathering
Call of Cthulhu Paranoia Warhammer Fantasy Roleplay
Using the pattern
Real-Time Games Drop-In/Drop-Out Time Limits Randomness Dedicated Game Facilitators Drop-In/Drop-Out Agents Units Turn-Based Games Turn Taking AI Players Freedom of Choice Late Arriving Players
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Excise Player Decided Rule Setup Evolving Rule Sets
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Self-Facilitated 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.