Interruptibility
From gdp3
Revision as of 11:24, 21 February 2012 by Staffan Björk (Talk | contribs)
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Europa Universalis series Hearts of Iron series
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Downtime Tradeoffs Persistent Game Worlds Asynchronous Games Late-Arriving Players No-Ops Coupled Games Agents Spawning
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
Updated version of the pattern Interruptibility first described in the report Game Design Patterns for Mobile Games[1].
References
- ↑ Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.
Acknowledgements
Johan Peitz