Tick-Based Games: Difference between revisions

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Modulated by: [[Budgeted Action Points]]
Modulated by: [[Budgeted Action Points]]


[[Freedom of Choice]]
[[Persistent Game Worlds]]
[[No-Ops]]
[[Events Timed to the Real World]]
[[Action Caps]]
[[Cooldown]]
[[Spawning]]
[[Always Vulnerable]]
[[Ubiquitous Gameplay]]
[[Ubiquitous Gameplay]]
[[Interruptibility]]
[[Negotiable Play Sessions]]
[[Asynchronous Gameplay]]
[[Downtime]]
[[Game Pauses]]


=== Can Instantiate ===
=== Can Instantiate ===
[[Exaggerated Perception of Influence]]
[[Events Timed to the Real World]],
[[Exaggerated Perception of Influence]],
[[Freedom of Choice]],
[[Interruptibility]],
[[Negotiable Play Sessions]],
[[No-Ops]]


==== with [[Private Game Spaces]] ====
==== with [[Private Game Spaces]] ====
Line 57: Line 49:


=== Can Modulate ===
=== Can Modulate ===
[[Asynchronous Gameplay]],
[[Downtime]],
[[Massively Single-Player Online Games]]
[[Massively Single-Player Online Games]]


=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
[[Dedicated Game Facilitators]]
[[Cooldown]],
[[Dedicated Game Facilitators]],
[[Spawning]]


=== Can Be Modulated By ===
=== Can Be Modulated By ===
[[Action Caps]],
[[Always Vulnerable]],
[[Game Pauses]],
[[Persistent Game Worlds]],
[[Private Game Spaces]],  
[[Private Game Spaces]],  
[[Real-Time Games]],  
[[Real-Time Games]],  

Revision as of 18:44, 16 July 2015

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Modulates: Synchronous Gameplay

Instantiated by: Turn Taking

Modulated by: Budgeted Action Points

Ubiquitous Gameplay

Can Instantiate

Events Timed to the Real World, Exaggerated Perception of Influence, Freedom of Choice, Interruptibility, Negotiable Play Sessions, No-Ops

Asynchronous Gameplay, Freedom of Choice

Can Modulate

Asynchronous Gameplay, Downtime, Massively Single-Player Online Games

Can Be Instantiated By

Cooldown, Dedicated Game Facilitators, Spawning

Can Be Modulated By

Action Caps, Always Vulnerable, Game Pauses, Persistent Game Worlds, Private Game Spaces, Real-Time Games, Time Limits

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Tick-Based 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

-