Difference between revisions of "Downtime"

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(Consequences)
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[[Spectators]],  
 
[[Spectators]],  
 
[[Stimulated Planning]]  
 
[[Stimulated Planning]]  
 
==== with [[Roleplaying]] ====
 
[[Gossip]]
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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Players experiencing [[Downtime]] are less inclined to experience some other patterns related to experiences. These include [[Engrossment]], [[Freedom of Choice]], and [[Tension]] although the last pattern can be caused by [[Downtime]] if the player can anticipate bad things about to happen.
 
Players experiencing [[Downtime]] are less inclined to experience some other patterns related to experiences. These include [[Engrossment]], [[Freedom of Choice]], and [[Tension]] although the last pattern can be caused by [[Downtime]] if the player can anticipate bad things about to happen.
 +
 +
However, players will probably try to fill their [[Downtime]] with activities. In games with [[Roleplaying]], this can be [[Gossip]] between the [[Player Characters]].
  
 
== Relations ==
 
== Relations ==

Revision as of 20:56, 12 July 2015

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

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

Can Be Instantiated By

Ability Losses, Asynchronous Gameplay, Camping, Cognitive Engrossment, Cooldown, Cutscenes, Dedicated Game Facilitators, Development Time, Early Elimination, Game Masters, Game Over, Game Pauses, Helplessness, Hotseating, Interruptibility, Movement Limitations, No-Ops, Rescue, Resources, Save-Load Cycles, Social Roles, Spawning, Stimulated Planning, Synchronous Games, Tension, Tiered Participation, Ultra-Powerful Events, 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

Limited Resources, Loading Hints, Right Level of Complexity, Tick-Based Games


Downtime can be used as Penalties (Individual or not), for example as part of Death Consequences.

In games with Ammunition, the need to reload typically suggests the presence of Downtime and this can force players to engage in some Tactical Planning so they can reload at good point of time.

There are many ways for players to avoid having Downtime. Real-Time Games make players have to act or at least perceive gameplay at the time and Time Limits forces players to at least plan actions since after the limit is met they cannot anymore. Some patterns avoid Downtime among players by hindering other players from blocking gameplay for too long. Late Arriving Players removes the need for some players to have Downtime before gameplay actually begins due to other players to being present. Limited Planning Ability is one way to achieve this but use of Negotiation makes other players active in one player's turn. Dedicated Game Facilitators can be used, especially in Tabletop Roleplaying Games, to switch between players so that some balance between how much time each players gets can be achieved.


Consequences

Can Instantiate

Anticipation, Damage, Spectators, Stimulated Planning

Can Modulate

Closure Points, Predictable Consequences, Unknown Goals

Players experiencing Downtime are less inclined to experience some other patterns related to experiences. These include Engrossment, Freedom of Choice, and Tension although the last pattern can be caused by Downtime if the player can anticipate bad things about to happen.

However, players will probably try to fill their Downtime with activities. In games with Roleplaying, this can be Gossip between the Player Characters.

Relations

Can Instantiate

Anticipation, Damage, Individual Penalties, Penalties, Spectators, Stimulated Planning

with Ammunition

Tactical Planning

with Roleplaying

Gossip

Can Modulate

Ammunition, Closure Points, Death Consequences, Predictable Consequences, Unknown Goals

Can Be Instantiated By

Ability Losses, Asynchronous Gameplay, Camping, Cognitive Engrossment, Cooldown, Cutscenes, Dedicated Game Facilitators, Development Time, Early Elimination, Game Masters, Game Over, Game Pauses, Helplessness, Hotseating, Interruptibility, Movement Limitations, No-Ops, Rescue, Resources, Save-Load Cycles, Social Roles, Spawning, Stimulated Planning, Synchronous Games, Tension, Tiered Participation, Ultra-Powerful Events, 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

Limited Resources, Loading Hints, Right Level of Complexity, Tick-Based Games

Possible Closure Effects

-

Potentially Conflicting With

Dedicated Game Facilitators, Engrossment, Freedom of Choice, Negotiation, Late Arriving Players, Limited Planning Ability, 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

-