Interruptibility

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Game structures that allow players to interrupt their gameplay without disrupting the gameplay for others.

This pattern is a still a stub.

Examples

Fallout series

Europa Universalis series Hearts of Iron series

Insectopia

Using the pattern

There are two aspects regarding the use of Interruptability in games. One relates to making it possible to interrupt one's gameplay without ruining the game instances, the other relates to making it possible to interrupt gameplay without suffering negative consequences.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Game Pauses


Downtime Tradeoffs Asynchronous Games Late-Arriving Players Coupled Games Agents Spawning


Can Instantiate

Pervasive Gameplay

with ...

Can Modulate

Can Be Instantiated By

Drop-In/Drop-Out, Freedom of Choice, No-Ops

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Multiplayer Games, Persistent Game Worlds

History

Updated version of the pattern Interruptibility first described in the report Game Design Patterns for Mobile Games[1].

References

  1. Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.

Acknowledgements

Johan Peitz