Asynchronous Gameplay: Difference between revisions

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ref to [[Unsynchronized Game Sessions]]
ref to [[Unsynchronized Game Sessions]]
=== Can Be Instantiated By ===
[[Dedicated Game Facilitators]],
[[Ghosts]],
[[No Direct Player Influence]],
[[Persistent Game Worlds]]
=== Can Be Modulated By ===
[[Communication Channels]],
[[Free Gift Inventories]],
[[Handles]],
[[Late Arriving Players]],
[[Mediated Gameplay]],
[[Real-Time Games]],
[[Tick-Based Games]],
[[Turn-Based Games]]


=== Diegetic Aspects ===
=== Diegetic Aspects ===
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== Consequences ==
== Consequences ==
=== Can Instantiate ===
[[Downtime]],
[[Freedom of Choice]],
[[Interruptibility]],
[[Stimulated Planning]],
[[Ubiquitous Gameplay]]
==== with [[Altruistic Actions]] or [[Cooperation]] ====
[[Asynchronous Collaborative Actions]]
==== with [[Private Game Spaces]] ====
[[Massively Single-Player Online Games]]
=== Potentially Conflicting With ===
[[Public Information]]


== Relations ==
== Relations ==

Revision as of 17:06, 31 January 2015

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

This pattern is a still a stub.

Examples

Left 4 Dead series

Anti-Examples

optional

Using the pattern

ref to Unsynchronized Game Sessions

Can Be Instantiated By

Dedicated Game Facilitators, Ghosts, No Direct Player Influence, Persistent Game Worlds

Can Be Modulated By

Communication Channels, Free Gift Inventories, Handles, Late Arriving Players, Mediated Gameplay, Real-Time Games, Tick-Based Games, Turn-Based Games

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

Downtime, Freedom of Choice, Interruptibility, Stimulated Planning, Ubiquitous Gameplay

Asynchronous Collaborative Actions

Massively Single-Player Online Games

Potentially Conflicting With

Public Information

Relations

Can Instantiate

Downtime, Freedom of Choice, Interruptibility, Stimulated Planning, Ubiquitous Gameplay

Asynchronous Collaborative Actions

Massively Single-Player Online Games

Can Modulate

-

Can Be Instantiated By

Dedicated Game Facilitators, Ghosts, No Direct Player Influence, Persistent Game Worlds

Can Be Modulated By

Communication Channels, Free Gift Inventories, Handles, Late Arriving Players, Mediated Gameplay, Real-Time Games, Tick-Based Games, Turn-Based Games

Possible Closure Effects

-

Potentially Conflicting With

Public Information

History

An updated version of the pattern Asynchronous 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

-