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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. |