Downtime

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Revision as of 21:32, 12 July 2015 by Staffan Björk (Talk | contribs) (Using the pattern)

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Downtime can be used as Penalties (Individual or not), for example as part of Death Consequences. While Downtime can seem to be a negative effect place on players, it can be used for some other purposes also. The use of Downtime can make Closure Points more present for players by letting them have time when they can only perceive the outcome of their actions rather than trying to perform new actions. 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 some patterns that mechanically cause Downtime to players while others can make players cause Downtime on themselves.

Cutscenes, Early Elimination, Game Over, Helplessness, and Hotseating are all examples of the first type of patterns. Examples of the second include

Camping, Cooldown, Game Pauses,


Players can cause their own Downtime by activating No-Ops, especially as Extended Actions, while the designed support for No-Ops in general make it easy to enforce Downtime on players as well.


Can Be Instantiated By

Ability Losses, Asynchronous Gameplay, Cognitive Engrossment, Dedicated Game Facilitators, Development Time, Game Masters, 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

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

Downtime makes players into temporary Spectators and this can be used as a form of Damage which players can suffer. 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. Anticipation may not be an activity but players can often experience it during Downtime since they can in many cases observe how gameplay progresses during their Downtime. More actively, they can engage in Stimulated Planning (even in cases where the Downtime is caused by other players engaging in Stimulated Planning!) and have larger chances of predicting future game events, i.e. Downtime can make Predictable Consequences more likely.

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

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

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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

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