Asynchronous Gameplay
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Revision as of 14:29, 29 January 2015 by Staffan Björk (Talk | contribs)
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
ref to Unsynchronized Game Sessions
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Real-Time Games Cooperation Massively Single-Player Online Games Dedicated Game Facilitators Turn-Based Games Private Game Spaces Stimulated Planning No Direct Player Influence Extra Chances Late Arriving Players Persistent Game Worlds Free Gift Inventories Altruistic Actions Handles Ubiquitous Gameplay Ghosts Interruptibility Mediated Gameplay Communication Channels Asynchronous Collaborative Actions
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Asynchronous Gameplay 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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