Synchronous Gameplay: Difference between revisions

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Instantiates: [[Downtime]]
Instantiates: [[Downtime]]


Modulates: [[Social Interaction]]


Modulated by: [[Dedicated Game Facilitators]], [[Turn Taking]]
Modulated by: [[Dedicated Game Facilitators]], [[Turn Taking]]
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=== Can Instantiate ===
=== Can Instantiate ===
[[Multiplayer Games]]
[[Multiplayer Games]]
==== with ... ====


=== Can Modulate ===
=== Can Modulate ===
-
[[Social Interaction]]


=== Can Be Instantiated By ===
=== Can Be Instantiated By ===

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


Modulated by: Dedicated Game Facilitators, Turn Taking

Can Instantiate

Multiplayer Games

Can Modulate

Social Interaction

Can Be Instantiated By

-

Can Be Modulated By

Communication Channels, Real-Time Games, Tick-Based Games, Turn-Based Games

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

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