Game Pauses

From gdp3
Revision as of 11:33, 16 July 2015 by Staffan Björk (Talk | contribs) (Consequences)

Jump to: navigation, search

The suspense of progress of game time.

This pattern is a still a stub.

Examples

Left 4 Dead series

Anti-Examples

optional

Using the pattern

While Game Pauses in their most basic form simply is the halting of updates to a game state, some other patterns cause it. Cutscenes stops the game state from being updated while showing information to players while Save-Load Cycles not only stops updates to game states but replace the current game state with another. Turn-Based Games are often more easy to introduce Game Pauses in since it can be very clear between which turns a pause is done (and all players that did not have a turn just before the pause were likely to have some form of Downtime already).

One way of modulating Game Pauses is to limit how long they can be, that is, connect Time Limits to them.

Consequences

Game Pauses creates Downtime for players and provides time for them to engage in Stimulated Planning. This can provide Interruptibility but only strongly as long as it doesn't cause unwanted Downtime for other players. It also creates a simple (and weak) form of Game Time Manipulation.

When players themselves can trigger these Game Pauses, it provides them with Extra-Game Actions that give them the Freedom of Choice when to play. This opens up for Casual Gameplay, Negotiable Play Sessions, Social Adaptability, and Ubiquitous Gameplay.

with Single-Player Games

Drop-In/Drop-Out, Freedom of Choice

Can Modulate

Framed Freedom, Inventories, Real-Time Games, Social Interaction, Tick-Based Games, Unwinnable Games

with Single-Player Games

Penalties, Rewards

Potentially Conflicting With

Always Vulnerable, Attention Demanding Gameplay, Tension, The Show Must Go On, Time Limits

Relations

Can Instantiate

Casual Gameplay, Downtime, Extra-Game Actions, Freedom of Choice, Game Time Manipulation, Negotiable Play Sessions, Interruptibility, Social Adaptability, Stimulated Planning, Ubiquitous Gameplay

with Single-Player Games

Drop-In/Drop-Out, Freedom of Choice

Can Modulate

Framed Freedom, Inventories, Real-Time Games, Social Interaction, Tick-Based Games, Unwinnable Games

with Single-Player Games

Penalties, Rewards

Can Be Instantiated By

Cutscenes, Save-Load Cycles

Can Be Modulated By

Time Limits, Turn-Based Games

Possible Closure Effects

-

Potentially Conflicting With

Always Vulnerable, Attention Demanding Gameplay, Tension, The Show Must Go On, 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

-