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

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== Using the pattern ==
 
== Using the pattern ==
 
The main requirement for having [[Events Timed to the Real World]] is that the game is either [[Tick-Based Games|Tick-Based]] or takes place in [[Real-Time Games|Real Time]]. The other is that the game knows when the real world event occur. This can of course be hard-coded into the design but this makes it impossible to change after the game has been released, if this is problematic [[Extra-Game Input]] or [[Evolving Rule Sets]] under the guidance of [[Dedicated Game Facilitators]] can be used.
 
The main requirement for having [[Events Timed to the Real World]] is that the game is either [[Tick-Based Games|Tick-Based]] or takes place in [[Real-Time Games|Real Time]]. The other is that the game knows when the real world event occur. This can of course be hard-coded into the design but this makes it impossible to change after the game has been released, if this is problematic [[Extra-Game Input]] or [[Evolving Rule Sets]] under the guidance of [[Dedicated Game Facilitators]] can be used.
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While the real world event can make it easy for players to be reminded of the game event, [[Extra-Game Event Broadcasting]] can be necessary for players to first become aware of the link. Since the events provide a way for players to synchronize when they play without needing to communicate within the game, the pattern can be especially suitable for [[Massively Multiplayer Online Games]].
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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=== Can Modulate ===
 
=== Can Modulate ===
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[[Massively Multiplayer Online Games]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Extra-Game Event Broadcasting]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 20:17, 22 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

World of Warcraft has quests and items that are only available at times matching well-known real world events, e.g. New Year's Eve, Oktoberfest, and the Day of the Dead. This encourages players play during those times and it is easy for them to keep track of when this is. While these are re-occurring events, it can also be done for specific cases - Mafia Wars had a special challenge mission during the world championship in Soccer 2010.

Live Action Roleplaying Games that take place at least outdoors over several days (e.g. 1942 – Noen å stole på, Dragonbane, and Prosopopeia) must of course consider the change between day and night during the game. In addition, the organizers must consider when to set up the events so the season fits the thematic and practical requirements (it is not too surprising that Live Action Roleplaying Games taking place outdoors typically do not do so during the winter).

Using the pattern

The main requirement for having Events Timed to the Real World is that the game is either Tick-Based or takes place in Real Time. The other is that the game knows when the real world event occur. This can of course be hard-coded into the design but this makes it impossible to change after the game has been released, if this is problematic Extra-Game Input or Evolving Rule Sets under the guidance of Dedicated Game Facilitators can be used.

While the real world event can make it easy for players to be reminded of the game event, Extra-Game Event Broadcasting can be necessary for players to first become aware of the link. Since the events provide a way for players to synchronize when they play without needing to communicate within the game, the pattern can be especially suitable for Massively Multiplayer Online Games.

Diegetic Aspects

For games with Alternative Realities it may difficult to have Diegetic Consistency if real world events are introduced (as for example motivating why the citizens of World of Warcraft celebrate Valentine's Day).

Consequences

Having Events Timed to the Real World is an easy way to have Ephemeral Events since they easily can start and stop as the real world event does. They can easily also provide Encouraged Return Visits since as long as the events are well-known and when they occur decided well in advance, as is the case for example for holidays and major sports events, players can have easy-to-remember times when they should be play and they can be reminded of this by various sources not related to the game.

Relations

Can Instantiate

Encouraged Return Visits, Ephemeral Events

Can Modulate

Massively Multiplayer Online Games

Can Be Instantiated By

Dedicated Game Facilitators, Evolving Rule Sets, Extra-Game Input, Real-Time Games, Tick-Based Games

Can Be Modulated By

Extra-Game Event Broadcasting

Possible Closure Effects

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Potentially Conflicting With

Diegetic Consistency if Alternative Reality is also present

History

New pattern created in this wiki.

References

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Acknowledgements

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