Difference between revisions of "Interruptibility"

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== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Decontextability]],
 
 
[[Downtime]],  
 
[[Downtime]],  
 
[[Pervasive Gameplay]],  
 
[[Pervasive Gameplay]],  
[[Tradeoffs]]
+
[[Tradeoffs]],
 +
[[Ubiquitous Gameplay]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===

Revision as of 07:42, 15 August 2012

Game structures that allow players to interrupt their gameplay without disrupting the gameplay for others.

This pattern is a still a stub.

Examples

Fallout series

Europa Universalis series Hearts of Iron series

Insectopia

Using the pattern

There are two aspects regarding the use of Interruptibility in games. One relates to making it possible to interrupt one's gameplay without ruining the game instances, the other relates to making it possible to interrupt gameplay without suffering negative consequences.


Algorithmic Agents and AI Players can support Interruptibility when they can temporarily replace a player during gameplay.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Downtime, Pervasive Gameplay, Tradeoffs, Ubiquitous Gameplay

Can Modulate

-

Can Be Instantiated By

AI Players, Algorithmic Agents, Asynchronous Games, Coupled Games, Drop-In/Drop-Out, Freedom of Choice, Game Pauses, No-Ops, Spawning

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Multiplayer Games, Persistent Game Worlds

History

Updated version of the pattern Interruptibility first described in the report Game Design Patterns for Mobile Games[1].

References

  1. Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.

Acknowledgements

Johan Peitz