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

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