Difference between revisions of "Synchronous Gameplay"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
Modulated by: [[Dedicated Game Facilitators]], [[Turn Taking]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Downtime]],  
 
[[Downtime]],  
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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+
[[Dedicated Game Facilitators]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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+
[[Turn Taking]]
  
 
== History ==
 
== History ==

Revision as of 08:49, 17 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

Can Instantiate

Downtime, Multiplayer Games

Can Modulate

Social Interaction

Can Be Instantiated By

Dedicated Game Facilitators

Can Be Modulated By

Communication Channels, Real-Time Games, Tick-Based Games, Turn-Based Games

Possible Closure Effects

-

Potentially Conflicting With

Turn Taking

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

-