Difference between revisions of "Ephemeral Events"
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[[Ephemeral Goals]] or | [[Ephemeral Goals]] or | ||
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[[Interruptible Actions]] | [[Interruptible Actions]] | ||
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[[Evolving Rule Sets]] | [[Evolving Rule Sets]] | ||
[[Encouraged Return Visits]] | [[Encouraged Return Visits]] | ||
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=== Interface Aspects === | === Interface Aspects === | ||
− | + | [[Game State Indicators]] can be used to announce [[Ephemeral Events]] if players are intended to notice them and there is a risk they may miss them. | |
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== Consequences == | == Consequences == | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Game State Indicators]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 15:49, 4 February 2011
Game events that only exist for a limit period of time within the game's way of measuring time.
While some parts of game states or game worlds may stay then same throughout game instances, others change to have events that are either planned or occur due to chance. When these events only last for a short period of time (in the game's way of measuring the progress of time), these are Ephemeral Events that may offer specific actions, challenges, and rewards.
Contents
Examples
Checking in Chess and announcing Atari in Go are both examples of events that only occur for a short period of time, although an Atari may persist as long as both players leave it.
FarmVille and Mafia Wars make in-game events related to various holidays in the real world, and these events only exist in conjunction to when those holidays occur. These reoccur as the holidays do but other types of events can add variety, e.g. the challenge mission in Mafia Wars that was linked to the world championship in Soccer 2010. Persistent game worlds such as World of Warcraft often do similar things with events such as New Year's Eve, Oktoberfest, and the Day of the Dead.
Using the pattern
Ephemeral Events can easily be created through somehow limiting how long an event can take place. Time Limits may be the most obvious choice and can set hard limits which can be broadcast through Game State Indicators if Tension wanted.
Evolving Rule Sets Encouraged Return Visits
Interface Aspects
Game State Indicators can be used to announce Ephemeral Events if players are intended to notice them and there is a risk they may miss them.
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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