Asynchronous Gameplay

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Revision as of 17:01, 31 January 2015 by Staffan Björk (Talk | contribs) (History)

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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

nstantiates: Downtime

Modulates: Freedom of Choice, Persistent Game Worlds

Instantiated by: Dedicated Game Facilitators, Ghosts

Modulated by: Tick-Based Games, Turn-Based Games, Real-Time Games, Communication Channels

Potentially conflicting with: Public Information

Can Instantiate

Interruptibility, Stimulated Planning, Ubiquitous Gameplay

with Altruistic Actions or Cooperation

Asynchronous Collaborative Actions

with Private Game Spaces

Massively Single-Player Online Games

Can Modulate

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Can Be Instantiated By

Dedicated Game Facilitators, Ghosts, No Direct Player Influence, Persistent Game Worlds

Can Be Modulated By

Communication Channels, Free Gift Inventories, Handles, Late Arriving Players, Mediated Gameplay, Real-Time Games, Turn-Based Games

Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Asynchronous Games 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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