Difference between revisions of "Events Timed to the Real World"

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''Gameplay events are initiated by specific real time events occurring.''
 
''Gameplay events are initiated by specific real time events occurring.''
  
 
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Games that update in direct relation to the passage of time can use this to start and stop specific events so there is a clear relation to identifiable events in the real world. By having the game [[Events Timed to the Real World]] in this way, players can have reminders of when extra-ordinary events happen in the game and thereby be encouraged to play then.
This pattern is a still a stub.
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=== Examples ===
 
=== Examples ===
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[[Evolving Rule Sets]]
 
[[Evolving Rule Sets]]
 
[[Ephemeral Events]]
 
[[Ephemeral Events]]
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[[Real-Time Games]]
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[[Tick-Based Games]]
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[[Extra-Game Input]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===

Revision as of 18:32, 16 February 2011

Gameplay events are initiated by specific real time events occurring.

Games that update in direct relation to the passage of time can use this to start and stop specific events so there is a clear relation to identifiable events in the real world. By having the game Events Timed to the Real World in this way, players can have reminders of when extra-ordinary events happen in the game and thereby be encouraged to play then.

Examples

Using the pattern

Enablers: Tick-Based Games; Con: Evolving Gameplay Design, Encouraged Return Visits)

Evolving Rule Sets Ephemeral Events

Real-Time Games Tick-Based Games

Extra-Game Input

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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