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en:patterns:against_time [2017/09/19 16:19]
chris
en:patterns:against_time [2021/05/30 11:44] (current)
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 As in any {{tagpage>​challenge}},​ player performance against time can be valued with an [[en:​patterns:​reward|reward or penalty]], with a [[en:​patterns:​score]] (e.g. for example to have a penalty in points if a time limit is surpassed), or it can lead to different [[en:​patterns:​narrative_flow|narrative flow]]. ​ As in any {{tagpage>​challenge}},​ player performance against time can be valued with an [[en:​patterns:​reward|reward or penalty]], with a [[en:​patterns:​score]] (e.g. for example to have a penalty in points if a time limit is surpassed), or it can lead to different [[en:​patterns:​narrative_flow|narrative flow]]. ​
  
-Playing **against time** has interesting implications when it is done against [[en:​patterns:​real_world_event|real-world time]]. Events in the real world might trigger a timer or might denote a time limit (see heuristic [[en:​heuristics:​heuristics#​1.7]] ​- "​Consider to include activities/​events that are not part of the game, but happen in the real world (e.g. the ceremony of change of the guard at noon)").+Playing **against time** has interesting implications when it is done against [[en:​patterns:​real_world_event|real-world time]]. Events in the real world might trigger a timer or might denote a time limit (see heuristic [[en:​heuristics:​heuristics#​1.7]]).
  
 In multiplayer [[en:​patterns:​competition|competition]] or [[en:​patterns:​cooperation|cooperation]] games, a challenge **against time** might help to [[en:​patterns:​temporal_structure|structure the game in time]]. Different stages of the game can be synced to specific time events so as to avoid periods where players are waiting for other player to finish a stage in order for the game to continue. In multiplayer [[en:​patterns:​competition|competition]] or [[en:​patterns:​cooperation|cooperation]] games, a challenge **against time** might help to [[en:​patterns:​temporal_structure|structure the game in time]]. Different stages of the game can be synced to specific time events so as to avoid periods where players are waiting for other player to finish a stage in order for the game to continue.