Time Pressure

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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.

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)