Drop-In/Drop-Out

From gdp3
Revision as of 08:36, 20 November 2009 by Staffan Björk (Talk | contribs)

Jump to: navigation, search


Designed support to handle players coming and going during game sessions in multiplayer games.

Gamers cannot always participate in whole game sessions, having to stop prematurely to do something else. This causes problems for the game design in how it should keep the game balanced and interesting for the remaining gamers, but another type of problem can occur if the gamers that left wants to come back again to the same game session.

Short paragraph giving the description of the pattern while not referring to any other patterns.

Examples

The multiplayer arcade game Gauntlet partly supported players leaving and entering the game during a game session. Players whose character had died could start playing again simply by inserting coins and new players could do the same. There was however no graceful way for a player to leave the game when one had a healthy character since that character would keep the others to that area until the abandoned character died (this meant that leaving was worse the more health the character had).

The Lego Star Wars Series (except the GBA version) supports a second player to at any point join the game with a character, and then leave whenever by simply choosing this option in the game. Given that the gameplay never requires both players and that players can replay levels infinitely the gameplay does not degrade when a player drops out.

All game sessions in the Left 4 Dead Series begin with four human characters but only one of them needs to controlled by human gamers. Those not played by humans are computer-controlled but can be replaced by gamers joining the games session. Likewise, if a gamer leaves the game (or loses network connection) the computer takes control over the character without disruption to the other gamers' gameplay. People can even "pause" the game to take their own short breaks while the other gamers continue with a temporary computer substitute.

Using the pattern

Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned.

The sub headings below should be added if feasible.

Diegetic Aspects

Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns

Interface Aspects

Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns

Narrative Aspects

Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns

Consequences

What effects a patterns has on a design.

Relations

Can Instantiate

Gameplay Design Pattern Template , Gameplay Design Pattern Template

Can Modulate

Multiplayer Games

Can Be Instantiated By

Gameplay Design Pattern Template, Gameplay Design Pattern Template

Can Be Modulated By

Gameplay Design Pattern Template, Gameplay Design Pattern Template

Potentially Conflicting With

Gameplay Design Pattern Template, Gameplay Design Pattern Template

History

Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable.

References

References to external sources.


Microsoft patent regarding one type of Drop-In/Drop-Out in games