Difference between revisions of "Downtime"

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(Relations)
(Relations)
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[[Characters]],  
 
[[Characters]],  
 
[[Stimulated Planning]],  
 
[[Stimulated Planning]],  
[[Strategic Planning]],
 
[[Predetermined Story Structures]],
 
[[Action Programming]],
 
[[Late Arriving Players]],
 
[[Gossip]],
 
[[Cutscenes]],
 
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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==== with [[Ammunition]] ====
 
==== with [[Ammunition]] ====
 
[[Tactical Planning]]
 
[[Tactical Planning]]
 +
 +
==== with [[Roleplaying]] ====
 +
[[Gossip]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Camping]],  
 
[[Camping]],  
 
[[Cooldown]],  
 
[[Cooldown]],  
 +
[[Cutscenes]],
 
[[Development Time]],  
 
[[Development Time]],  
 
[[Early Elimination]],  
 
[[Early Elimination]],  
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
+
[[Late Arriving Players]],
  
 
== History ==
 
== History ==

Revision as of 14:46, 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, Closure Points, Consistent Reality Logic, Single-Player Games

Instantiated by: Early Elimination, Spectators, Extended Actions, Cognitive Immersion, Movement Limitations, 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: Ephemeral Goals, Real-Time Games, Negotiation, Freedom of Choice, Game Masters, Limited Planning Ability, Immersion

Interruptible Actions, Analysis Paralysis, Real-Time Games, Time Limits, Extended Actions, Tension, Dedicated Game Facilitators, Avatars, Combos, Characters, Stimulated Planning,

Can Instantiate

Damage, Spectators,

with Ammunition

Tactical Planning

with Roleplaying

Gossip

Can Modulate

Ammunition, Death Consequences, Predictable Consequences,

Can Be Instantiated By

Ability Losses, Asynchronous Gameplay, Camping, Cooldown, Cutscenes, Development Time, Early Elimination, Game Masters, Game Over, Helplessness, Hotseating, Interruptibility, Movement Limitations, No-Ops, Rescue, Resources, Social Roles, Spawning, Tiered Participation, Weapons,

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

Late Arriving Players,

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

-