Synchronous Gameplay: Difference between revisions

From gdp3
Jump to navigationJump to search
No edit summary
Line 28: Line 28:


== Relations ==
== Relations ==
Instantiates: Downtime
Modulates: Social Interaction
Modulated by: Dedicated Game Facilitators, Turn Taking
[[Real-Time Games]]
[[Real-Time Games]]
[[Turn-Based Games]]
[[Turn-Based Games]]

Revision as of 14:25, 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

Instantiates: Downtime

Modulates: Social Interaction

Modulated by: Dedicated Game Facilitators, Turn Taking

Real-Time Games Turn-Based Games Multiplayer Games Self-Facilitated Games Communication Channels Tick-Based Games

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

-