Interruptibility
Game structures that allow players to interrupt their gameplay without disrupting the gameplay for others.
This pattern is a still a stub.
Contents
Examples
Europa Universalis series Hearts of Iron series
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
Downtime Tradeoffs Asynchronous Games Late-Arriving Players Coupled Games
Can Instantiate
Can Modulate
-
Can Be Instantiated By
Drop-In/Drop-Out, Freedom of Choice, No-Ops, Spawning
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
- ↑ Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.
Acknowledgements
Johan Peitz