Difference between revisions of "Asynchronous Gameplay"

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(Relations)
(Relations)
Line 35: Line 35:
 
[[Turn-Based Games]]
 
[[Turn-Based Games]]
 
[[Private Game Spaces]]
 
[[Private Game Spaces]]
[[Stimulated Planning]]
+
 
[[No Direct Player Influence]]
+
[[Extra Chances]]
+
[[Late Arriving Players]]
+
[[Persistent Game Worlds]]
+
[[Free Gift Inventories]]
+
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Interruptibility]],  
 
[[Interruptibility]],  
 +
[[Stimulated Planning]],
 
[[Ubiquitous Gameplay]]
 
[[Ubiquitous Gameplay]]
  
Line 53: Line 49:
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Ghosts]]
+
[[Ghosts]],
 +
[[No Direct Player Influence]],
 +
[[Persistent Game Worlds]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Communication Channels]],  
 
[[Communication Channels]],  
 +
[[Free Gift Inventories]],
 
[[Handles]],  
 
[[Handles]],  
 +
[[Late Arriving Players]],
 
[[Mediated Gameplay]]
 
[[Mediated Gameplay]]
  

Revision as of 16:58, 31 January 2015

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

ref to Unsynchronized Game Sessions

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Real-Time Games Massively Single-Player Online Games Dedicated Game Facilitators Turn-Based Games Private Game Spaces


Can Instantiate

Interruptibility, Stimulated Planning, Ubiquitous Gameplay

with Altruistic Actions or Cooperation

Asynchronous Collaborative Actions

Can Modulate

-

Can Be Instantiated By

Ghosts, No Direct Player Influence, Persistent Game Worlds

Can Be Modulated By

Communication Channels, Free Gift Inventories, Handles, Late Arriving Players, Mediated Gameplay

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Asynchronous Gameplay 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

-