Difference between revisions of "Unsynchronized Game Sessions"

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(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
--- ref to [[Asynchronous Gameplay]]
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[[Unsynchronized Game Sessions]] is not so much something that is typically design for as something that is an effect of other design decisions related to when players can begin or end their game sessions. This means that [[Unsynchronized Game Sessions]] can emerge from the presence of
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[[Drop-In/Drop-Out]], [[Early Leaving Players]], [[Late Arriving Players]], [[Negotiable Game Sessions]], [[Negotiable Play Sessions]],  [[Possibility of Graceful Surrender]], and [[Surrendering]]. [[Game Over]] is a special case since it can exists without other players, so the pattern needs to work explicitly in a [[Multiplayer Games|Multiplayer Game]] to be able to cause [[Unsynchronized Game Sessions]]. [[Dedicated Game Facilitators]] and [[Game Servers]] provide support that can allow [[Unsynchronized Game Sessions]] to exist without breaking gameplay for players.
  
=== Can Be Instantiated By ===
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Both [[Asynchronous Gameplay]] and [[Unsynchronized Game Sessions]] have to do with how synchronized players game sessions are but are independent of each other, this since players can have [[Asynchronous Gameplay]] but still start and end their game sessions at the same time. Correspondence [[Chess]] is an example of this with the minor exception of when players become aware of the final move.
[[Dedicated Game Facilitators]],
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[[Drop-In/Drop-Out]],
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[[Early Leaving Players]],
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[[Game Servers]],
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[[Late Arriving Players]],
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[[Negotiable Game Sessions]],
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[[Negotiable Play Sessions]], 
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[[Possibility of Graceful Surrender]],  
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[[Surrendering]]
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[[Game Over]] together with [[Multiplayer Games]]
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=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narration Aspects ===
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== Consequences ==
 
== Consequences ==

Revision as of 09:30, 31 January 2015

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Unsynchronized Game Sessions is not so much something that is typically design for as something that is an effect of other design decisions related to when players can begin or end their game sessions. This means that Unsynchronized Game Sessions can emerge from the presence of Drop-In/Drop-Out, Early Leaving Players, Late Arriving Players, Negotiable Game Sessions, Negotiable Play Sessions, Possibility of Graceful Surrender, and Surrendering. Game Over is a special case since it can exists without other players, so the pattern needs to work explicitly in a Multiplayer Game to be able to cause Unsynchronized Game Sessions. Dedicated Game Facilitators and Game Servers provide support that can allow Unsynchronized Game Sessions to exist without breaking gameplay for players.

Both Asynchronous Gameplay and Unsynchronized Game Sessions have to do with how synchronized players game sessions are but are independent of each other, this since players can have Asynchronous Gameplay but still start and end their game sessions at the same time. Correspondence Chess is an example of this with the minor exception of when players become aware of the final move.

Consequences

The primary effect of Unsynchronized Game Sessions is making it difficult for player to feel Togetherness.

Relations

Can Instantiate

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Can Modulate

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Can Be Instantiated By

Dedicated Game Facilitators, Drop-In/Drop-Out, Early Leaving Players, Game Servers, Late Arriving Players, Negotiable Game Sessions, Negotiable Play Sessions, Possibility of Graceful Surrender, Surrendering

Game Over together with Multiplayer Games

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Togetherness

History

New pattern created in this wiki.

References

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Acknowledgements

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