Tick-Based Games
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
Relations
Instantiates: No-Ops
Modulates: Asynchronous Games, Synchronous Games, Downtime
Instantiated by: Time Limits, Turn Taking, Dedicated Game Facilitators
Modulated by: Real-Time Games, Turn-Based Games, Budgeted Action Points, Game Pauses
Real-Time Games Time Pressure Time Limits Massively Single-Player Online Games Dedicated Game Facilitators Exaggerated Perception of Influence Turn-Based Games Private Game Spaces Freedom of Choice Persistent Game Worlds No-Ops Events Timed to the Real World Action Caps Cooldown Spawning Always Vulnerable Ubiquitous Gameplay Interruptibility Negotiable Play Sessions Asynchronous Gameplay Downtime Game Pauses
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 Tick-Based Games 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
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