Turn Taking
Letting one player do some action or actions before letting other players act.
Contents
Examples
Related Descriptions
The pattern Turn-Based Games discusses the general effects of dividing games into different parts where some actions are possible and others not.
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Having Turn Taking in games make them into Turn-Based Games of one form or another. It allows players to separate their activities during their turns in planning what to do, setting instructions on what to do, and confirming the instructions made. In this sense Turn-Based Games can support Stimulated Planning if the actions and events of the game have Predictable Consequences. The planning, instructing, and confirming can become intermixed if players have a possibility of making several different actions, e.g. through Budgeted Action Points or having many Units.
When the Turn-Taking is not modified by Time Limits, this can lead to Analysis Paralysis. Since this can give other players Downtime, they may start to use Guilting as a way of Self-Facilitating the game flow.
Relations
Can Instantiate
Analysis Paralysis, Role Reversal, Self-Facilitated Games, Turn-Based Games
with Analysis Paralysis
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
A renamed version of the pattern Turn Taking 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.