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Game Design Patterns Vitor Costa (vtc@cin.ufpe.br)
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Game Design Patterns Interruptability “Game Design Patterns for Mobile Games” Ola Davidsson, Johan Peitz, Staffan Björk
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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
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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
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Interruptability Relations Downtime Persistent Game Worlds Asynchronous Games Late-Arriving Players No-Ops Game Pauses Multiplayer Games
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Interruptability Examples Massive Multiplayer Online Role Playing Games Ragnarok RuneScape EverQuest EverQuest II World of Warcraft
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Game Design Patterns Vitor Costa (vtc@cin.ufpe.br)
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