Asynchronous Gameplay
From gdp3
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 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
Can Instantiate
Interruptibility, Ubiquitous Gameplay
with Altruistic Actions or Cooperation
Asynchronous Collaborative Actions
Can Modulate
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Can Be Instantiated By
Can Be Modulated By
Communication Channels, Handles, Mediated Gameplay
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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