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Game Design Patterns

Game Design Patterns

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Game Design Patterns

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  1. Game Design Patterns Vitor Costa (vtc@cin.ufpe.br)

  2. Game Design Patterns • Interruptability • “Game Design Patterns for Mobile Games” Ola Davidsson, Johan Peitz, Staffan Björk

  3. 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

  4. 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

  5. Interruptability • Relations • Downtime • Persistent Game Worlds • Asynchronous Games • Late-Arriving Players • No-Ops • Game Pauses • Multiplayer Games

  6. Interruptability • Examples • Massive Multiplayer Online Role Playing Games • Ragnarok • RuneScape • EverQuest • EverQuest II • World of Warcraft

  7. Game Design Patterns Vitor Costa (vtc@cin.ufpe.br)