Difference between revisions of "Synchronous Gameplay"

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(Relations)
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== Relations ==
 
== Relations ==
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Instantiates: Downtime
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Modulates: Social Interaction
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Modulated by: Dedicated Game Facilitators, Turn Taking
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[[Real-Time Games]]
 
[[Real-Time Games]]
 
[[Turn-Based Games]]
 
[[Turn-Based Games]]

Revision as of 14:25, 16 July 2015

Games in which all players' game and play sessions overlap with each other in time.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Instantiates: Downtime

Modulates: Social Interaction

Modulated by: Dedicated Game Facilitators, Turn Taking

Real-Time Games Turn-Based Games Multiplayer Games Self-Facilitated Games Communication Channels Tick-Based Games

Can Instantiate

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with ...

Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Synchronous Games that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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