Negotiable Game Sessions

From gdp3
Revision as of 09:06, 16 August 2012 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

Support for players to have complete gameplay experiences while having influence over the time need and without negatively affecting other players gameplay experience.

Players of any game may have preferences on how long the game should take to complete.

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 Scrolls 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

Several factors affect if a game supports Negotiable Game Sessions.

Multiplayer Games complicates the issue of having Negotiable Game Sessions since the

Single-Player Games

Sidequests

Sandbox Gameplay Negotiable Play Sessions Time Limits Drop-In/Drop-Out Self-Facilitated Games

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

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

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Multiplayer Games

History

New pattern created in this wiki.

References

-

Acknowledgements