Downtime
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
No-Ops, especially as Extended Actions can create Downtime.
Relations
Instantiates: Individual Penalties, Anticipation, Penalties
Modulates: Unknown Goals, Closure Points, Consistent Reality Logic, Single-Player Games
Instantiated by: Cognitive Engrossment, Synchronous Games, Ultra-Powerful Events, Save-Load Cycles, Cut Scenes, Spawning, Player Killing, Game Pauses
Modulated by: Tick-Based Games, Right Level of Complexity, Limited Resources
Potentially conflicting with: Ephemeral Goals, Negotiation, Freedom of Choice, Limited Planning Ability, Engrossment
Can Instantiate
Damage, Spectators, Stimulated Planning,
with Ammunition
with Roleplaying
Can Modulate
Ammunition, Death Consequences, Predictable Consequences,
Can Be Instantiated By
Ability Losses, Asynchronous Gameplay, Camping, Cooldown, Cutscenes, Dedicated Game Facilitators, Development Time, Early Elimination, Game Masters, Game Over, Helplessness, Hotseating, Interruptibility, Movement Limitations, No-Ops, Rescue, Resources, Social Roles, Spawning, Stimulated Planning, Tension, Tiered Participation, Weapons,
Analysis Paralysis together with Turn Taking or Turn-Based Games
Meta Games together with Unsynchronized Game Sessions
Multiplayer Games together with Permadeath or Player Elimination
Multiplayer Games together with Summary Updates
Multiplayer Games together with Turn-Based Games or Turn Taking
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Dedicated Game Facilitators, Late Arriving Players, Real-Time Games, Tension, Time Limits,
History
An updated version of the pattern Downtime that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-