Interruptibility

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

This pattern is a still a stub.

Examples

[[ Fallout series

Europa Universalis series Hearts of Iron series

Insectopia

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Freedom of Choice

Game Pauses

Pervasive Gameplay

Drop-In/Drop-Out

Downtime Tradeoffs Persistent Game Worlds Asynchronous Games Late-Arriving Players No-Ops Coupled Games Agents Spawning


Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Multiplayer Games

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

-

Acknowledgements

  1. Cite error: Invalid <ref> tag; no text was provided for refs named Bjork_.26_Holopainen_2004