Time Pressure
That gameplay imposes a sense of need for complete actions or goal quickly.
Short paragraph giving the description of the pattern while not referring to any other patterns.
Contents
Examples
Some examples, preferably from different genres and with links to wiki pages of the games.
Using the pattern
Alarms are a simple way to create Time Pressure in a game, and does not have to clearly express the consequences of what needs to be done hastily.
Diegetic Aspects
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns
Interface Aspects
Time Pressure can be either implicitly or explicitly imposed on players.
Narrative Aspects
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns
Consequences
What effects a patterns has on a design.
Relations
Instantiates
Modulates
Instantiated By
Modulated By
Potentially Conflicting With
History
New pattern created in this wiki.
References
References to external sources.
* Interruptible Actions (← links) * Analysis Paralysis (← links)