Game Lobbies: Difference between revisions
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=== Examples === | === Examples === | ||
[[Left 4 Dead series]] | |||
==== Anti-Examples ==== | ==== Anti-Examples ==== | ||
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== Consequences == | == Consequences == | ||
[[Late Arriving Players]] | |||
[[Interruptibility]] | |||
[[Freedom of Choice]] | |||
[[Difficulty Levels]] | |||
[[Back-to-Back Game Sessions]] | |||
[[Chat Channels]] | |||
[[Communication Channels]] | |||
[[Gameplay Statistics]] | |||
[[Multiplayer Games]] | |||
[[Mediated Gameplay]] | |||
[[Public Player Statistics]] | |||
[[Handles]] | |||
== Relations == | == Relations == | ||
[[Challenging Gameplay]] | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Back-to-Back Game Sessions]], | [[Back-to-Back Game Sessions]], | ||
Revision as of 13:05, 14 June 2014
Meeting spaces for players before game instances begin.
This pattern is a still a stub.
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Late Arriving Players Interruptibility Freedom of Choice Difficulty Levels Back-to-Back Game Sessions Chat Channels Communication Channels Gameplay Statistics
Multiplayer Games Mediated Gameplay Public Player Statistics Handles
Relations
Can Instantiate
Back-to-Back Game Sessions, Difficulty Levels, Freedom of Choice
Can Modulate
Interruptibility, Late Arriving Players
Multiplayer Games that have Mediated Gameplay
Can Be Instantiated By
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Can Be Modulated By
Chat Channels, Communication Channels, Gameplay Statistics, Handles, Public Player Statistics
Possible Closure Effects
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Potentially Conflicting With
-
History
New pattern created in this wiki.
References
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