Difference between revisions of "Downtime"

From gdp3
Jump to: navigation, search
(Relations)
(Relations)
Line 41: Line 41:
  
 
Potentially conflicting with: Ephemeral Goals, Real-Time Games, Negotiation, Freedom of Choice, Game Masters, Limited Planning Ability, Immersion
 
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]],
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
Line 87: Line 82:
 
[[Tiered Participation]],  
 
[[Tiered Participation]],  
 
[[Weapons]],  
 
[[Weapons]],  
 +
 +
[[Analysis Paralysis]] together with [[Turn Taking]] or [[Turn-Based Games]]
  
 
[[Meta Games]] together with [[Unsynchronized Game Sessions]]
 
[[Meta Games]] together with [[Unsynchronized Game Sessions]]
Line 105: Line 102:
 
[[Dedicated Game Facilitators]],  
 
[[Dedicated Game Facilitators]],  
 
[[Late Arriving Players]],
 
[[Late Arriving Players]],
 +
[[Real-Time Games]],
 
[[Tension]],
 
[[Tension]],
 +
[[Time Limits]],
  
 
== History ==
 
== History ==

Revision as of 14:52, 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

No-Ops, especially as Extended Actions can create Downtime.

Relations

Instantiates: Individual Penalties, Anticipation, Penalties, Tension

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

Instantiated by: Early Elimination, Spectators, 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

Can Instantiate

Damage, Spectators, Stimulated Planning,

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, Dedicated Game Facilitators, Development Time, Early Elimination, Game Masters, Game Over, Helplessness, Hotseating, Interruptibility, Movement Limitations, No-Ops, Rescue, Resources, Social Roles, Spawning, Stimulated Planning, Tension, Tiered Participation, Weapons,

Analysis Paralysis together with Turn Taking or Turn-Based Games

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

Dedicated Game Facilitators, Late Arriving Players, Real-Time Games, Tension, Time Limits,

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

-