Synchronous Gameplay: Difference between revisions
From gdp3
Jump to navigationJump to search
Created page with "Category:Mechanical Patterns Category:Patterns Category:Needs work Category:Needs revision Category:Needs examples Category:Needs references Category..." |
No edit summary |
||
| Line 8: | Line 8: | ||
[[Category:To be Published]] | [[Category:To be Published]] | ||
[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] | ||
'' | ''Games in which all players' game and play sessions overlap with each other in time.'' | ||
This pattern is a still a stub. | This pattern is a still a stub. | ||
Revision as of 14:15, 16 July 2015
Games in which all players' game and play sessions overlap with each other in time.
This pattern is a still a stub.
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
-
with ...
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Synchronous Games that was part of the original collection in the book Patterns in Game Design<ref name="Bjork & Holopainen 2004"/>.
References
<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>
Acknowledgements
-