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

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

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

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, Budgeted Action Points, Downtime, Massively Single-Player Online Games, Synchronous Gameplay

Relations

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, Budgeted Action Points, Downtime, Massively Single-Player Online Games, Synchronous Gameplay

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

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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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