Unsynchronized Game Sessions
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
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Using the pattern
Unsynchronized Game Sessions is not so much something that is typically design for as something that is an effect of other design decisions related to when players can begin or end their game sessions. This means that Unsynchronized Game Sessions can emerge from the presence of Drop-In/Drop-Out, Early Leaving Players, Late Arriving Players, Negotiable Game Sessions, Negotiable Play Sessions, Possibility of Graceful Surrender, and Surrendering. Game Over is a special case since it can exists without other players, so the pattern needs to work explicitly in a Multiplayer Game to be able to cause Unsynchronized Game Sessions. Dedicated Game Facilitators and Game Servers provide support that can allow Unsynchronized Game Sessions to exist without breaking gameplay for players.
Both Asynchronous Gameplay and Unsynchronized Game Sessions have to do with how synchronized players game sessions are but are independent of each other, this since players can have Asynchronous Gameplay but still start and end their game sessions at the same time. Correspondence Chess is an example of this with the minor exception of when players become aware of the final move.
Consequences
The primary effect of Unsynchronized Game Sessions is making it difficult for player to feel Togetherness.
Relations
Can Instantiate
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Can Modulate
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Can Be Instantiated By
Dedicated Game Facilitators, Drop-In/Drop-Out, Early Leaving Players, Game Servers, Late Arriving Players, Negotiable Game Sessions, Negotiable Play Sessions, Possibility of Graceful Surrender, Surrendering
Game Over together with Multiplayer Games
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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