Tick-Based Games

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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

Instantiates: No-Ops

Modulates: Asynchronous Games, Synchronous Games, Downtime

Instantiated by: Time Limits, Turn Taking, Dedicated Game Facilitators

Modulated by: Real-Time Games, Turn-Based Games, Budgeted Action Points, Game Pauses

Real-Time Games Time Pressure Time Limits Massively Single-Player Online Games Dedicated Game Facilitators Exaggerated Perception of Influence Turn-Based Games Private Game Spaces Freedom of Choice Persistent Game Worlds No-Ops Events Timed to the Real World Action Caps Cooldown Spawning Always Vulnerable Ubiquitous Gameplay Interruptibility Negotiable Play Sessions Asynchronous Gameplay Downtime Game Pauses

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 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

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