Game Pauses
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Anti-Examples
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Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Real-Time Games Unwinnable Games Drop-In/Drop-Out Left 4 Dead series Time Limits Tension Casual Gameplay Avatars Algorithmic Agents Turn-Based Games Stimulated Planning AI Players Freedom of Choice Cutscenes Single-Player Games Inventories Transferable Items Framed Freedom Temporal Consistency Always Vulnerable Ubiquitous Gameplay Interruptibility Negotiable Play Sessions Social Adaptability Downtime Attention Demanding Gameplay Game Time Manipulation
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Game Pauses 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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