Difference between revisions of "Tick-Based Games"

From gdp3
Jump to: navigation, search
(Relations)
(Relations)
Line 34: Line 34:
 
Modulated by: [[Budgeted Action Points]]
 
Modulated by: [[Budgeted Action Points]]
  
[[Freedom of Choice]]
 
[[Persistent Game Worlds]]
 
[[No-Ops]]
 
[[Events Timed to the Real World]]
 
[[Action Caps]]
 
[[Cooldown]]
 
[[Spawning]]
 
[[Always Vulnerable]]
 
 
[[Ubiquitous Gameplay]]
 
[[Ubiquitous Gameplay]]
[[Interruptibility]]
 
[[Negotiable Play Sessions]]
 
[[Asynchronous Gameplay]]
 
[[Downtime]]
 
[[Game Pauses]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Exaggerated Perception of Influence]]
+
[[Events Timed to the Real World]],
 +
[[Exaggerated Perception of Influence]],
 +
[[Freedom of Choice]],
 +
[[Interruptibility]],
 +
[[Negotiable Play Sessions]],
 +
[[No-Ops]]
  
 
==== with [[Private Game Spaces]] ====
 
==== with [[Private Game Spaces]] ====
Line 57: Line 49:
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Asynchronous Gameplay]],
 +
[[Downtime]],
 
[[Massively Single-Player Online Games]]
 
[[Massively Single-Player Online Games]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Dedicated Game Facilitators]]
+
[[Cooldown]],
 +
[[Dedicated Game Facilitators]],
 +
[[Spawning]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Action Caps]],
 +
[[Always Vulnerable]],
 +
[[Game Pauses]],
 +
[[Persistent Game Worlds]],
 
[[Private Game Spaces]],  
 
[[Private Game Spaces]],  
 
[[Real-Time Games]],  
 
[[Real-Time Games]],  

Revision as of 18:44, 16 July 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Modulates: Synchronous Gameplay

Instantiated by: Turn Taking

Modulated by: Budgeted Action Points

Ubiquitous Gameplay

Can Instantiate

Events Timed to the Real World, Exaggerated Perception of Influence, Freedom of Choice, Interruptibility, Negotiable Play Sessions, No-Ops

with Private Game Spaces

Asynchronous Gameplay, Freedom of Choice

Can Modulate

Asynchronous Gameplay, Downtime, Massively Single-Player Online Games

Can Be Instantiated By

Cooldown, Dedicated Game Facilitators, Spawning

Can Be Modulated By

Action Caps, Always Vulnerable, Game Pauses, Persistent Game Worlds, Private Game Spaces, Real-Time Games, Time Limits

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Tick-Based 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

-