Synchronous Gameplay

From gdp3
Revision as of 18:30, 16 July 2015 by Staffan Björk (Talk | contribs) (Relations)

Jump to: navigation, search

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

Can Instantiate

Multiplayer Games

with ...

Can Modulate

-

Can Be Instantiated By

-

Can Be Modulated By

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

Possible Closure Effects

-

Potentially Conflicting With

-

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

-