Turn Taking

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Letting one player do some action or actions before letting other players act.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Role Reversal

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Potentially Conflicting With

History

A renamed version of the pattern Turn Taking 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.