Tick-Based Games

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

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

Dedicated Game Facilitators

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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