Difference between revisions of "Downtime"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
 
 
Instantiates: [[Individual Penalties]], [[Anticipation]], [[Penalties]]
 
Instantiates: [[Individual Penalties]], [[Anticipation]], [[Penalties]]
  
Modulates: Damage, Unknown Goals, Closure Points, Consistent Reality Logic, Single-Player Games
+
Modulates: [[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
+
Instantiated by: [[Cognitive Engrossment]], [[Synchronous Games]], [[Ultra-Powerful Events]], [[Save-Load Cycles]], [[Cut Scenes]], [[Spawning]], [[Player Killing]], [[Game Pauses]]
  
Modulated by: Tick-Based Games, Dedicated Game Facilitators, Right Level of Complexity, Limited Resources
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Modulated by: [[Tick-Based Games]], [[Right Level of Complexity]], [[Limited Resources]]
  
 
Potentially conflicting with: [[Ephemeral Goals]], [[Negotiation]], [[Freedom of Choice]], [[Limited Planning Ability]], [[Engrossment]]
 
Potentially conflicting with: [[Ephemeral Goals]], [[Negotiation]], [[Freedom of Choice]], [[Limited Planning Ability]], [[Engrossment]]

Revision as of 15:02, 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

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

Instantiated by: Cognitive Engrossment, Synchronous Games, Ultra-Powerful Events, Save-Load Cycles, Cut Scenes, Spawning, Player Killing, Game Pauses

Modulated by: Tick-Based Games, Right Level of Complexity, Limited Resources

Potentially conflicting with: Ephemeral Goals, Negotiation, Freedom of Choice, Limited Planning Ability, Engrossment

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

-