Tick-Based Games
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
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Modulates: Synchronous Gameplay
Instantiated by: Turn Taking
Modulated by: Budgeted Action Points
Freedom of Choice Persistent Game Worlds No-Ops Events Timed to the Real World Action Caps Cooldown Spawning Always Vulnerable Ubiquitous Gameplay Interruptibility Negotiable Play Sessions Asynchronous Gameplay Downtime Game Pauses
Can Instantiate
Exaggerated Perception of Influence
with Private Game Spaces
Asynchronous Gameplay, Freedom of Choice
Can Modulate
Massively Single-Player Online Games
Can Be Instantiated By
Can Be Modulated By
Private Game Spaces, Real-Time Games, Time Limits
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Tick-Based Games 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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