1 / 9

Game Design Patterns

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

Patman
Télécharger la présentation

Game Design Patterns

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  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)

More Related