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

Ubiquitous Gameplay

Can Instantiate

Events Timed to the Real World, Exaggerated Perception of Influence, Freedom of Choice, Interruptibility, Negotiable Play Sessions, No-Ops

with Private Game Spaces

Asynchronous Gameplay, Freedom of Choice

Can Modulate

Asynchronous Gameplay, Downtime, Massively Single-Player Online Games

Can Be Instantiated By

Cooldown, Dedicated Game Facilitators, Spawning

Can Be Modulated By

Action Caps, Always Vulnerable, Game Pauses, Persistent Game Worlds, 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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