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
No-Ops, especially as Extended Actions can create Downtime.
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
There are many ways for players to avoid having Downtime. Real-Time Games make players have to act or at least perceive gameplay at the time and Time Limits forces players to at least plan actions since after the limit is met they cannot anymore. Some patterns avoid Downtime among players by hindering other players from blocking gameplay for too long. Late Arriving Players removes the need for some players to have Downtime before gameplay actually begins due to other players to being present. Limited Planning Ability is one way to achieve this but use of Negotiation makes other players active in one player's turn. Dedicated Game Facilitators can be used, especially in Tabletop Roleplaying Games, to switch between players so that some balance between how much time each players gets can be achieved.
Consequences
Can Instantiate
Anticipation, Damage, Individual Penalties, Penalties, Spectators, Stimulated Planning
with Ammunition
with Roleplaying
Can Modulate
Ammunition, Closure Points, Death Consequences, Predictable Consequences, Unknown Goals
Players experiencing Downtime are less inclined to experience some other patterns related to experiences. These include Engrossment, Freedom of Choice, and Tension.
Relations
Can Instantiate
Anticipation, Damage, Individual Penalties, Penalties, Spectators, Stimulated Planning
with Ammunition
with Roleplaying
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-