Game Pauses

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

This pattern is a still a stub.

Examples

Left 4 Dead series

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Transferable Items Framed Freedom Temporal Consistency Always Vulnerable Ubiquitous Gameplay Interruptibility Negotiable Play Sessions Social Adaptability Downtime Attention Demanding Gameplay Game Time Manipulation

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Downtime, Extra-Game Actions

Tick-Based Games, Turn-Based Games, Real-Time Games, Social Interaction

Save-Load Cycles, Spawning

The Show Must Go On

Can Instantiate

Casual Gameplay, Cutscenes, Freedom of Choice, Stimulated Planning

with Single-Player Games

Drop-In/Drop-Out, Freedom of Choice

Can Modulate

Inventories, Real-Time Games, Unwinnable Games

with Single-Player Games

Penalties, Rewards

Can Be Instantiated By

AI Players together with Drop-In/Drop-Out

Can Be Modulated By

Time Limits, Turn-Based Games

Possible Closure Effects

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Potentially Conflicting With

Tension, Time Limits

History

An updated version of the pattern Game Pauses 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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