Difference between revisions of "Negotiable Play Sessions"

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(Relations)
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[[Self-Facilitated Games]]
 
[[Self-Facilitated Games]]
 
[[Time Limits]]
 
[[Time Limits]]
[[Casual Gameplay]]
 
[[Ubiquitous Gameplay]]
 
 
=== Diegetic Aspects ===
 
 
=== Interface Aspects ===
 
 
=== Narrative Aspects ===
 
  
 
== Consequences ==
 
== Consequences ==
 +
By letting players have control over when they play parts of what will become the total gameplay of a game, [[Negotiable Play Sessions]] supports both [[Casual Gameplay|Casual]] and [[Ubiquitous Gameplay]].
  
 
== Relations ==
 
== Relations ==

Revision as of 13:47, 15 August 2012

Support for players to be able to decide how long individual play sessions should be without negatively affecting the outcome of a game.

Many times playing a game is done over several play sessions. Players may have different preferences on how long these should be, and individual players may change their preferences from play session to play session. Games that include design options to let players have varying lengths of their play sessions without disrupting the gameplay progression (but not necessarily the gameplay experience) can be said to have Negotiable Play Sessions.

Examples

Using the pattern

Can Be Instantiated By

Drop-In/Drop-Out, Game Pauses, Save-Load Cycles, Tick-Based Games Turn-Based Games

Self-Facilitated Games Time Limits

Consequences

By letting players have control over when they play parts of what will become the total gameplay of a game, Negotiable Play Sessions supports both Casual and Ubiquitous Gameplay.

Relations

Can Instantiate

Casual Gameplay, Ubiquitous Gameplay

Can Modulate

-

Can Be Instantiated By

Drop-In/Drop-Out, Game Pauses, Save-Load Cycles, Self-Facilitated Games, Tick-Based Games, Time Limits, Turn-Based Games

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

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Acknowledgements