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Game Design Patterns. Vitor Costa (vtc@cin.ufpe.br). Game Design Patterns. Interruptability “Game Design Patterns for Mobile Games” Ola Davidsson, Johan Peitz, Staffan Björk. Interruptability. Description Games take more time than a player can dedicate to

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Game Design Patterns

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Game Design Patterns

Vitor Costa (vtc@cin.ufpe.br)


Game Design Patterns

  • Interruptability

  • “Game Design Patterns for Mobile Games”

    Ola Davidsson, Johan Peitz, Staffan Björk


Interruptability

  • Description

    • Games take more time than a player can dedicate to

    • Players can end play sessions without disrupting the game play for other players

  • Consequences

    • When player is interrupted, he/she experiences Downtime

    • Especially important to consider if the game has a Persistent Game World

    • Allows both Asynchronous Games and Late-Arriving Players


Interruptability

  • Using the Pattern

    • Can be used in two main ways

    • Game Pauses

      • Freezes the updating of the game

      • May not be possible in Multiplayer Games

    • No-Ops

      • Multiplayer Games, Real-Time Games

      • Affect game ballance negatively

    • Solution

      • The player is still in the game when not actively participating


Interruptability

  • Relations

    • Downtime

    • Persistent Game Worlds

    • Asynchronous Games

    • Late-Arriving Players

    • No-Ops

    • Game Pauses

    • Multiplayer Games


Interruptability

  • Examples

    • Massive Multiplayer Online Role Playing Games

    • Ragnarok

    • RuneScape

    • EverQuest

    • EverQuest II

    • World of Warcraft


Game Design Patterns

Vitor Costa (vtc@cin.ufpe.br)


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