Difference between revisions of "Game Pauses"

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== Relations ==
 
== Relations ==
 +
[[Real-Time Games]]
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[[Unwinnable Games]]
 +
[[Drop-In/Drop-Out]]
 +
[[Left 4 Dead series]]
 +
[[Time Limits]]
 +
[[Tension]]
 +
[[Casual Gameplay]]
 +
[[Avatars]]
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[[Algorithmic Agents]]
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[[Turn-Based Games]]
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[[Stimulated Planning]]
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[[AI Players]]
 +
[[Freedom of Choice]]
 +
[[Cutscenes]]
 +
[[Single-Player Games]]
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[[Inventories]]
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[[Transferable Items]]
 +
[[Framed Freedom]]
 +
[[Temporal Consistency]]
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[[Always Vulnerable]]
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[[Ubiquitous Gameplay]]
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[[Interruptibility]]
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[[Negotiable Play Sessions]]
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[[Social Adaptability]]
 +
[[Downtime]]
 +
[[Attention Demanding Gameplay]]
 +
[[Game Time Manipulation]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===

Revision as of 19:28, 15 July 2015

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Real-Time Games Unwinnable Games Drop-In/Drop-Out Left 4 Dead series Time Limits Tension Casual Gameplay Avatars Algorithmic Agents Turn-Based Games Stimulated Planning AI Players Freedom of Choice Cutscenes Single-Player Games Inventories Transferable Items Framed Freedom Temporal Consistency Always Vulnerable Ubiquitous Gameplay Interruptibility Negotiable Play Sessions Social Adaptability Downtime Attention Demanding Gameplay Game Time Manipulation

Can Instantiate

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with ...

Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Game Pauses 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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