Difference between revisions of "Negotiable Game Instance Duration"

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(Potentially Conflicting With)
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== Using the pattern ==
 
== Using the pattern ==
[[Configurable Gameplay Areas]],
 
 
 
 
 
 
[[Negotiable Game Instance Duration]] can be supported by letting players set [[Time Limits]] for the game instances. This may be time measured by clocks (as in some variants of [[Chess]]) and may also be number of numbers of turns in [[Turn-Based Games]] (the [[Civilization (video game) series|Civilization]] computer game series supports this for example).  
 
[[Negotiable Game Instance Duration]] can be supported by letting players set [[Time Limits]] for the game instances. This may be time measured by clocks (as in some variants of [[Chess]]) and may also be number of numbers of turns in [[Turn-Based Games]] (the [[Civilization (video game) series|Civilization]] computer game series supports this for example).  
  
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[[Negotiable Play Sessions]] and [[Negotiable Game Sessions]] can indirectly support the pattern since if the players all agree on upper boundaries for the time spent (or when it is spent), this will lead to an upper boundary for the game instance also.
 
[[Negotiable Play Sessions]] and [[Negotiable Game Sessions]] can indirectly support the pattern since if the players all agree on upper boundaries for the time spent (or when it is spent), this will lead to an upper boundary for the game instance also.
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[[Configurable Gameplay Areas]] can also indirectly support this pattern since changing the distances players, [[Characters]], or [[Units]] need to move is likely to also change the time it takes to play through the game.
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===

Revision as of 11:52, 5 October 2012

Games where the time duration of the entire game instance is negotiable.

One of the characteristics that affect is people are willing to play a game is how long time they will have to commit to for its gameplay. Games where the players can decide upon the time limits for the entire game instance have Negotiable Game Instance Duration.

Examples

Games of Blackjack or Poker among friends can easily have Negotiable Game Instance Duration since each round does not take too much time and the game can be stopped with problems after each round.

Using the pattern

Negotiable Game Instance Duration can be supported by letting players set Time Limits for the game instances. This may be time measured by clocks (as in some variants of Chess) and may also be number of numbers of turns in Turn-Based Games (the Civilization computer game series supports this for example).

A concrete but more specific way of creating Negotiable Game Instance Duration is to have Self-Facilitated Meta Games that consist of games with Time Limited Game Instances. If the reason for considering Negotiable Game Instance Duration is primarily to let individual players have control over how much time their game sessions should take, Drop-In/Drop-Out gameplay is an alternative. This does however work against a feeling of Togetherness.

Negotiable Play Sessions and Negotiable Game Sessions can indirectly support the pattern since if the players all agree on upper boundaries for the time spent (or when it is spent), this will lead to an upper boundary for the game instance also.

Configurable Gameplay Areas can also indirectly support this pattern since changing the distances players, Characters, or Units need to move is likely to also change the time it takes to play through the game.

Narrative Aspects

The pattern can work against Narration Structures unless these structures can scale for varying lengths of gameplay.

Consequences

Give that Negotiable Game Instance Duration lets players have control over how long the a game instance should take and thereby lets them fit the gameplay time with other activities, it provides Social Adaptability. It may not provide Social Adaptability to the same level as Drop-In/Drop-Out gameplay, but in balance it does ensure that players can perceive the whole gameplay and have a greater sense of Togetherness with the other players.

Relations

Can Instantiate

Social Adaptability

Can Modulate

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Can Be Instantiated By

Configurable Gameplay Areas, Negotiable Game Sessions, Negotiable Play Sessions, Time Limits

Meta Games together with Self-Facilitated Games and Time Limited Game Instances

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Narration Structures

History

New pattern created in this wiki.

References

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Acknowledgements

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