Downtime

From gdp3
Revision as of 15:10, 5 March 2015 by Staffan Björk (Talk | contribs) (Relations)

Jump to: navigation, search

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

No-Ops, especially as Extended Actions can create Downtime.

Relations

Can Instantiate

Anticipation, Damage, Individual Penalties, Penalties, Spectators, Stimulated Planning

with Ammunition

Tactical Planning

with Roleplaying

Gossip

Can Modulate

Ammunition, Closure Points, Death Consequences, Predictable Consequences, Unknown Goals

Can Be Instantiated By

Ability Losses, Asynchronous Gameplay, Camping, Cognitive Engrossment, Cooldown, Cutscenes, Dedicated Game Facilitators, Development Time, Early Elimination, Game Masters, Game Over, Game Pauses, Helplessness, Hotseating, Interruptibility, Movement Limitations, No-Ops, Rescue, Resources, Save-Load Cycles, Social Roles, Spawning, Stimulated Planning, Synchronous Games, Tension, Tiered Participation, Ultra-Powerful Events, 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

Limited Resources, Loading Hints, Right Level of Complexity, Tick-Based Games

Possible Closure Effects

-

Potentially Conflicting With

Dedicated Game Facilitators, Engrossment, Freedom of Choice, Negotiation, Late Arriving Players, Limited Planning Ability, 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

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

Acknowledgements

-