Synchronous Gameplay: Difference between revisions
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== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Downtime]], | [[Downtime]], | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Dedicated Game Facilitators]] | |||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Turn Taking]] | |||
== History == | == History == | ||
Revision as of 08:49, 17 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
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Communication Channels, Real-Time Games, Tick-Based Games, Turn-Based Games
Possible Closure Effects
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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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