Difference between revisions of "Downtime"

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(Relations)
(Relations)
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[[Ability Losses]],  
 
[[Ability Losses]],  
  
[[Lives]],
+
=== Can Instantiate ===
[[Player Killing]],
+
[[Death Consequences]],
+
[[Spawning]],
+
[[Camping]],
+
[[Early Elimination]],
+
 
[[Damage]],  
 
[[Damage]],  
[[Loading Hints]],
 
[[Hotseating]],
 
[[Ubiquitous Gameplay]],
 
 
=== Can Instantiate ===
 
 
[[Spectators]],  
 
[[Spectators]],  
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Death Consequences]],
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Asynchronous Gameplay]],  
 
[[Asynchronous Gameplay]],  
 +
[[Camping]],
 +
[[Early Elimination]],
 
[[Game Over]],  
 
[[Game Over]],  
 +
[[Hotseating]],
 
[[Interruptibility]],  
 
[[Interruptibility]],  
 
[[Rescue]],  
 
[[Rescue]],  
 
[[Resources]],  
 
[[Resources]],  
 
[[Social Roles]],  
 
[[Social Roles]],  
 +
[[Spawning]],
 
[[Tiered Participation]],  
 
[[Tiered Participation]],  
  
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Loading Hints]],
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 14:35, 5 March 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Instantiates: Individual Penalties, Anticipation, Penalties, Tension

Modulates: Damage, Unknown Goals, Multiplayer Games, Closure Points, Consistent Reality Logic, Single-Player Games

Instantiated by: Early Elimination, Spectators, Extended Actions, Cognitive Immersion, Movement Limitations, Multiplayer Games, Turn-Based Games, Synchronous Games, Asynchronous Games, Analysis Paralysis, Ultra-Powerful Events, Save-Load Cycles, Cut Scenes, Ability Losses, Spawning, Turn Taking, Player Killing, Player Elimination, Game Pauses

Modulated by: Tick-Based Games, Dedicated Game Facilitators, Right Level of Complexity, Limited Resources, Game Masters

Potentially conflicting with: Time Limits, Ephemeral Goals, Real-Time Games, Negotiation, Tension, Freedom of Choice, Game Masters, Dedicated Game Facilitators, Limited Planning Ability, Immersion

Interruptible Actions, Analysis Paralysis, Real-Time Games, Time Limits, Extended Actions, Tension, Dedicated Game Facilitators, Avatars, Combos, Characters, Stimulated Planning, Strategic Planning, Tactical Planning, Predetermined Story Structures, Action Programming, Late Arriving Players, Gossip, Cutscenes, Ephemeral Goals, Self-Facilitated Games, Game Masters, No-Ops, Development Time, Memorizing, Helplessness, Cooldown, Weapons, Ammunition, Temporal Consistency, Predictable Consequences, Movement Limitations, Ability Losses,

Can Instantiate

Damage, Spectators,

Can Modulate

Death Consequences,

Can Be Instantiated By

Asynchronous Gameplay, Camping, Early Elimination, Game Over, Hotseating, Interruptibility, Rescue, Resources, Social Roles, Spawning, Tiered Participation,

Meta Games together with Unsynchronized Game Sessions

Multiplayer Games together with Permadeath or Player Elimination

Multiplayer Games together with Summary Updates

Multiplayer Games together with Turn-Based Games or Turn Taking

Can Be Modulated By

Loading Hints,

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Downtime 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

-