Difference between revisions of "Time Pressure"

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== Consequences ==
== Consequences ==
Putting players under [[Time Pressure]] limits the time they can be under [[Analysis Paralysis]], but may also cause it.  
Being stressed about completing activity within limited time gives [[Tension]] and [[Anticipation]] of a potential failure, both which can give rise to [[Emotional Immersion]]. Putting players under [[Time Pressure]] give them [[Limited Planning Ability]] which likely avoids [[Analysis Paralysis]], but may also be the cause of it.
== Relations ==
== Relations ==

Revision as of 21:34, 8 November 2009

That gameplay imposes a sense of need for complete actions or goals quickly.

Whenever players need to complete an activity and perceive that they have limited time they may feel Time Pressure.


Each turn in the board game Ricochet Robots put players in the situation where they not only have to try and find a solution on how to solve a problem but also do so quicker than the other players.

Using the pattern

Time Limits can naturally cause Time Pressure but only if they are part of Committed Goals. These can then easily be communicated to players through Alarms, which may or may not clearly express needs to be done hastily or what the consequences of failing will be. While Time Limits give external reasons for Time Pressure, Interruptible Actions or any type of Continuous Goals (that is, continuous goals can be used even if they are not Committed Goals) can be used to created internal reasons.

Besides deciding the reasons for the Time Pressure the amount of time available needs to be decided. This needs to be balanced so that it fits the Right Level of Complexity since for example a Time Limit that may stress a novice player may not imply any pressure on an expert player. Note that Time Pressure does not need to be limited to Real-Time Games or Tick-Based Games; the turns in Turn-Based Games can provide a measure of time as well.

Time Pressure can also be created by setting up players to compete with each other in being the first to achieve a certain objective in the game (i.e. they have the same Symmetric and Interferable goal). Games with Racing instantiate this pattern and a Meta Game version of this is the "Speed Run" . The latter makes use of storing the Gameplay Statistics of how long time it takes to perform various goals as High Score Lists and thereby lets players try to beat previous times.

Interface Aspects

Time Pressure can be either implicitly or explicitly imposed on players. Having Goal Indicators and Game State Indicators while it is possible to succeed gives explicit Time Pressure while showing these after a failure can provide Near Miss Indicators.


Being stressed about completing activity within limited time gives Tension and Anticipation of a potential failure, both which can give rise to Emotional Immersion. Putting players under Time Pressure give them Limited Planning Ability which likely avoids Analysis Paralysis, but may also be the cause of it.



Analysis Paralysis


Right Level of Complexity

Instantiated By

Alarms, Continuous Goals, Interruptible Actions, Racing, Time Limits

Modulated By

Goal Indicators, Game State Indicators, Right Level of Complexity

Potentially Conflicting With

Analysis Paralysis


New pattern created in this wiki.