Negotiable Game Sessions

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

This pattern is a still a stub.

Examples

Sandbox Games such as Dwarf Fortress, Minecraft, and Sims series does not force players to strive towards winning conditions and can for this reason continue to be played for as long as players find them interesting. Even those that have more explicit winning conditions, e.g. the Elder Scroll series and the Grand Theft Auto series, have Negotiable Game Sessions when they let players continue playing after the game is won.

There is no natural ending point for Tabletop Roleplaying Games such as Dungeons & Dragons or Call of Cthulhu as long as the game master and enough players are willing to continue. This gives these games a weak form of Negotiable Game Sessions.

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Sandbox Gameplay


Negotiable Play Sessions Time Limits Drop-In/Drop-Out Self-Facilitated Games Multiplayer Games Single-Player Games

Negotiable Play Sessions together with Single-Player Games

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements