Turn Taking

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Letting one player do some action or actions before letting other players act.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Having Turn Taking in games make them into Turn-Based Games of one form or another. It allows players to separate their activities during their turns in planning what to do, setting instructions on what to do, and confirming the instructions made. In this sense Turn-Based Games can support Stimulated Planning if the actions and events of the game have Predictable Consequences, and and Action Programming if the interface supports this. The planning, instructing, and confirming can become intermixed if players have a possibility of making several different actions, e.g. through Budgeted Action Points or having many Units.

Relations

Can Instantiate

Role Reversal

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Potentially Conflicting With

History

A renamed version of the pattern Turn Taking 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.