Synchronous Gameplay: Difference between revisions
From gdp3
Jump to navigationJump to search
No edit summary |
|||
| Line 28: | Line 28: | ||
== Relations == | == Relations == | ||
Instantiates: Downtime | |||
Modulates: Social Interaction | |||
Modulated by: Dedicated Game Facilitators, Turn Taking | |||
[[Real-Time Games]] | [[Real-Time Games]] | ||
[[Turn-Based Games]] | [[Turn-Based Games]] | ||
Revision as of 14:25, 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
Real-Time Games Turn-Based Games Multiplayer Games Self-Facilitated Games Communication Channels Tick-Based Games
Can Instantiate
-
with ...
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
-
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
-