Downtime

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Instantiates: Individual Penalties, Anticipation, Penalties, Tension

Modulates: Damage, Unknown Goals, Multiplayer Games, Closure Points, Consistent Reality Logic, Single-Player Games

Instantiated by: Early Elimination, Spectators, Extended Actions, Cognitive Immersion, Movement Limitations, Multiplayer Games, Turn-Based Games, Synchronous Games, Asynchronous Games, Analysis Paralysis, Ultra-Powerful Events, Save-Load Cycles, Cut Scenes, Ability Losses, Spawning, Turn Taking, Player Killing, Player Elimination, Game Pauses

Modulated by: Tick-Based Games, Dedicated Game Facilitators, Right Level of Complexity, Limited Resources, Game Masters

Potentially conflicting with: Time Limits, Ephemeral Goals, Real-Time Games, Negotiation, Tension, Freedom of Choice, Game Masters, Dedicated Game Facilitators, Limited Planning Ability, Immersion

Interruptible Actions Analysis Paralysis Real-Time Games Time Limits Extended Actions Tension Dedicated Game Facilitators Avatars Combos Turn-Based Games Turn Taking Characters Stimulated Planning Strategic Planning Tactical Planning Predetermined Story Structures Action Programming Multiplayer Games Late Arriving Players Gossip Cutscenes Ephemeral Goals Self-Facilitated Games Game Masters No-Ops Development Time Memorizing Helplessness Cooldown Weapons Ammunition Temporal Consistency Predictable Consequences Movement Limitations Ability Losses Permadeath Lives Player Killing Player Elimination Death Consequences Spawning Camping Early Elimination Damage Loading Hints Hotseating Ubiquitous Gameplay Meta Games Rescue Interruptibility Social Roles Minimalized Social Weight Tiered Participation Spectators Summary Updates Resources Game Over Unsynchronized Game Sessions Asynchronous Gameplay

Can Instantiate

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with ...

Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Downtime that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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