Asynchronous Gameplay
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
ref to Unsynchronized Game Sessions
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Real-Time Games Massively Single-Player Online Games Dedicated Game Facilitators Turn-Based Games Private Game Spaces
Can Instantiate
Interruptibility, Stimulated Planning, Ubiquitous Gameplay
with Altruistic Actions or Cooperation
Asynchronous Collaborative Actions
Can Modulate
-
Can Be Instantiated By
Ghosts, No Direct Player Influence, Persistent Game Worlds
Can Be Modulated By
Communication Channels, Free Gift Inventories, Handles, Late Arriving Players, Mediated Gameplay
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Asynchronous Gameplay 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
-