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Game Design Patterns Vitor Costa

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Presentation on theme: "Game Design Patterns Vitor Costa"— 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

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


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