Synchronous Gameplay: Difference between revisions
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== Relations == | == Relations == | ||
Instantiates: Downtime | Instantiates: [[Downtime]] | ||
Modulates: Social Interaction | Modulates: [[Social Interaction]] | ||
Modulated by: Dedicated Game Facilitators, Turn Taking | Modulated by: [[Dedicated Game Facilitators]], [[Turn Taking]] | ||
=== Can Instantiate === | === Can Instantiate === | ||
Revision as of 18:46, 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, Tick-Based Games, Turn-Based Games
Possible Closure Effects
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Potentially Conflicting With
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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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