Negotiable Play Sessions

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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

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Turn-Based Games

Self-Facilitated Games Time Limits

Can Instantiate

Casual Gameplay Ubiquitous Gameplay

with ...

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Can Modulate

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Can Be Instantiated By

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

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements