Game Lobbies

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Meeting spaces for players before game instances begin.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Challenging Gameplay Gameplay Statistics Freedom of Choice Multiplayer Games Late Arriving Players Difficulty Levels Public Player Statistics Back-to-Back Game Sessions Handles Interruptibility Chat Channels Communication Channels

Can Instantiate

with ...

Can Modulate

Mediated Gameplay

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design[1].

or

New pattern created in this wiki.

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements