Difference between revisions of "Interruptibility"

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(Using the pattern)
(Consequences)
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== Consequences ==
 
== Consequences ==
 +
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As mentioned above, providing [[Interruptibility]] for one player may cause [[Downtime]] for other unless mitigated by [[Drop/In-Drop/Out]] mechanics.
  
 
== Relations ==
 
== Relations ==

Revision as of 08:40, 21 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.

Issues when Interruptibility is possible but causes negative consequences occur when the game state should continues to update. This most obviously can occur in Multiplayer Games since other players may not want to experience Downtime.

even while one player has ended his or her current play session. 


but can occur in any games using Persistent Game Worlds.

Drop-In/Drop-Out designs

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

Can Instantiate

, Freedom of Choice, Minimalized Social Weight, Pervasive Gameplay, Tradeoffs, Ubiquitous Gameplay

Can Modulate

-

Can Be Instantiated By

Asynchronous Games, Coupled Games, Game Pauses, No-Ops, Spawning, Tick-Based Games

Potentially Conflicting With

Multiplayer Games, Persistent Game Worlds

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

As mentioned above, providing Interruptibility for one player may cause Downtime for other unless mitigated by Drop/In-Drop/Out mechanics.

Relations

Can Instantiate

Downtime, Freedom of Choice, Minimalized Social Weight, Pervasive Gameplay, Tradeoffs, Ubiquitous Gameplay

Can Modulate

-

Can Be Instantiated By

AI Players, Algorithmic Agents, Asynchronous Games, Coupled Games, Drop-In/Drop-Out, Game Pauses, No-Ops, Spawning, Tick-Based Games

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