Synchronous Gameplay: Difference between revisions
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Modulated by: Dedicated Game Facilitators, Turn Taking | Modulated by: Dedicated Game Facilitators, Turn Taking | ||
[[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
Can Instantiate
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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