Interruptibility: Difference between revisions

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=== Examples ===
=== Examples ===
[[
[[Fallout series]]
[[Europa Universalis series]]
[[Hearts of Iron series]]
[[Insectopia]]


== Using the pattern ==
== Using the pattern ==
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== Consequences ==
== Consequences ==
== Relations ==
[[Freedom of Choice]]
[[Freedom of Choice]]


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[[Pervasive Gameplay]]
[[Pervasive Gameplay]]


== Relations ==
[[Drop-In/Drop-Out]]
 
[[Downtime]]
[[Tradeoffs]]
[[Persistent Game Worlds]]
[[Asynchronous Games]]
[[Late-Arriving Players]]
[[No-Ops]]
[[Coupled Games]]
[[Agents]]
[[Spawning]]
 


=== Can Instantiate ===
=== Can Instantiate ===
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=== Potentially Conflicting With ===
=== Potentially Conflicting With ===
[[Multiplayer Games]]


== History ==
== History ==

Revision as of 11:22, 21 February 2012

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

[[ Fallout series

Europa Universalis series Hearts of Iron series

Insectopia

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Freedom of Choice

Game Pauses

Pervasive Gameplay

Drop-In/Drop-Out

Downtime Tradeoffs Persistent Game Worlds Asynchronous Games Late-Arriving Players No-Ops Coupled Games Agents Spawning


Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Multiplayer Games

History

An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design<ref name="Bjork & Holopainen 2004"/>.

or

New pattern created in this wiki.

References

-

Acknowledgements