Difference between revisions of "Development Time"

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The construction of buildings or units in the [[Civilization (video game) series|Civilization series]] always takes at least one turn but most often more depending on what is built and how developed the city where the construction takes place.
 
The construction of buildings or units in the [[Civilization (video game) series|Civilization series]] always takes at least one turn but most often more depending on what is built and how developed the city where the construction takes place.
  
 +
The plants grown in [[FarmVille]] take variable amount of time to mature depending on which type it is.
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Calling air strikes in the [[Battlefield series]] can be done quickly but it then takes some time for the actual attack to occur.
  
 
== Using the pattern ==
 
== Using the pattern ==
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The prime choice for [[Development Time]] is what event or event caused by an action should be affected. Most actions are eligible to have [[Development Time]] but those often modulated by the pattern include [[Construction]].
  
[[Time Limits]]
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[[Development Time]] is related to both [[Extended Actions]] and [[Time Limits]] but are not the same. If the [[Development Time]] blocks players from making other actions (as for example in the [[Civilization (video game) series|Civilization series]]) this makes the actions into [[Extended Actions]], but if players cannot make use of the actions anyway (e.g. by them being [[Installations]] spread out in the [[Game Worlds|Game World]]) this becomes a non-issue. [[Development Time]] does not by itself create [[Time Limits]] but when the actions modified by the pattern are also [[Interruptible Actions]] this creates [[Time Limits]] for those that wish to stop them from being completed.
  
[[Extended Actions]]
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=== Interface Aspects ===
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[[Progress Indicators]] are often used in conjunction with [[Development Time]] so that players can plan future actions, and feel [[Anticipation]].
  
[[Interruptible Actions]]
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== Consequences ==
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[[Development Time]] promotes [[Stimulated Planning]] since players need to consider the effect of the actions will affect a future game state rather than the current one.
  
[[Construction]]
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It may also led to [[Extended Actions]] if players effectively
  
Actions often modulated by [[Development Tiem]] include [[Construction]].
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When players are kept informed of the statuses of [[Development Time]], for example through [[Progress Indicators]], this leads to [[Anticipation]].
 
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=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narrative Aspects ===
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== Consequences ==
+
  
 
== Relations ==
 
== Relations ==
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=== Can Instantiate ===
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[[Extended Actions]],
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[[Stimulated Planning]]
  
=== Can Instantiate ===
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==== with [[Interruptible Actions]] ====
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[[Risk/Reward]],
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[[Time Limits]]
  
==== with ... ====
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==== with [[Progress Indicators]] ====
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[[Anticipation]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Progress Indicators]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 09:14, 20 February 2011

The amount of game time needed for an event to have its main effect.

Some actions performed in games do not have immediate effects. Instead, they start processes that after some given time, its Development Time, has it effect.

Examples

The construction of buildings or units in the Civilization series always takes at least one turn but most often more depending on what is built and how developed the city where the construction takes place.

The plants grown in FarmVille take variable amount of time to mature depending on which type it is.

Calling air strikes in the Battlefield series can be done quickly but it then takes some time for the actual attack to occur.

Using the pattern

The prime choice for Development Time is what event or event caused by an action should be affected. Most actions are eligible to have Development Time but those often modulated by the pattern include Construction.

Development Time is related to both Extended Actions and Time Limits but are not the same. If the Development Time blocks players from making other actions (as for example in the Civilization series) this makes the actions into Extended Actions, but if players cannot make use of the actions anyway (e.g. by them being Installations spread out in the Game World) this becomes a non-issue. Development Time does not by itself create Time Limits but when the actions modified by the pattern are also Interruptible Actions this creates Time Limits for those that wish to stop them from being completed.

Interface Aspects

Progress Indicators are often used in conjunction with Development Time so that players can plan future actions, and feel Anticipation.

Consequences

Development Time promotes Stimulated Planning since players need to consider the effect of the actions will affect a future game state rather than the current one.

It may also led to Extended Actions if players effectively

When players are kept informed of the statuses of Development Time, for example through Progress Indicators, this leads to Anticipation.

Relations

Can Instantiate

Extended Actions, Stimulated Planning

with Interruptible Actions

Risk/Reward, Time Limits

with Progress Indicators

Anticipation

Can Modulate

Construction

Can Be Instantiated By

Can Be Modulated By

Progress Indicators

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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