Negotiable Game Sessions
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Sandbox Games such as Dwarf Fortress, Minecraft, and Sims series does not force players to strive towards winning conditions and can for this reason continue to be played for as long as players find them interesting. Even those that have more explicit winning conditions, e.g. the Elder Scroll series and the Grand Theft Auto series, have Negotiable Game Sessions when they let players continue playing after the game is won.
There is no natural ending point for Tabletop Roleplaying Games such as Dungeons & Dragons or Call of Cthulhu as long as the game master and enough players are willing to continue. This gives these games a weak form of Negotiable Game Sessions.
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Negotiable Play Sessions
Time Limits
Drop-In/Drop-Out
Self-Facilitated Games
Multiplayer Games
Single-Player Games
Negotiable Play Sessions together with Single-Player Games
Can Instantiate
with ...
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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