Asynchronous Gameplay

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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

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 Stimulated Planning No Direct Player Influence Extra Chances Late Arriving Players Persistent Game Worlds Free Gift Inventories

Can Instantiate

Interruptibility, Ubiquitous Gameplay

with Altruistic Actions or Cooperation

Asynchronous Collaborative Actions

Can Modulate

-

Can Be Instantiated By

Ghosts

Can Be Modulated By

Communication Channels, Handles, 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

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