Game Design Patterns Vitor Costa
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