Synchronous Gameplay: Difference between revisions

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Modulated by: Dedicated Game Facilitators, Turn Taking
Modulated by: Dedicated Game Facilitators, Turn Taking


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


=== Can Instantiate ===
=== Can Instantiate ===
-
[[Multiplayer Games]]


==== with ... ====
==== with ... ====
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=== Can Be Modulated By ===
=== Can Be Modulated By ===
-
[[Communication Channels]],
[[Real-Time Games]],
[[Turn-Based Games]]


=== Possible Closure Effects ===
=== Possible Closure Effects ===

Revision as of 18:29, 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

Tick-Based Games

Can Instantiate

Multiplayer Games

with ...

Can Modulate

-

Can Be Instantiated By

-

Can Be Modulated By

Communication Channels, Real-Time Games, Turn-Based Games

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

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