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en:patterns:against_time [2015/12/17 14:24] chris |
en:patterns:against_time [2021/05/30 11:44] (current) |
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====== Against time ====== | ====== Against time ====== | ||
- | **Against time** provides a {{tagpage>challenge}} where players have to act under pressure of time. | + | **Against time** provides a {{tagpage>challenge}} where players act under pressure of time. |
- | Time pressure might be defined as **absolute** or **relative to other events**. It might be about reaching a specific [[en:patterns:spatial_structure|location]] in a specific time, or before a [[en:patterns:competition|competitor]], or before a [[en:patterns:real_world_event|real-world event]]. | + | The time challenge might be **absolute**, e.g. reaching a specific [[en:patterns:spatial_structure|location]] in a specific time, or **relative to other events**, e.g. before a [[en:patterns:competition|competitor]], or before a [[en:patterns:real_world_event|real-world event]]. |
- | The pattern might be applied to the whole game or only to parts of it. As in any {{tagpage>challenge}}, player performance against time can be valued with a [[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]]). | 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 multi-player [[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. |
**Against time** affects the pace of the game and can lead to situations where player decisions are taken under pressure. That can restrict the opportunities for {{tagpage>learning|reflection}}, the formulation of meaningful [[en:patterns:strategy|strategies]] or might lead to disorientation regarding their tasks or [[en:patterns:player_goals|goals]]. | **Against time** affects the pace of the game and can lead to situations where player decisions are taken under pressure. That can restrict the opportunities for {{tagpage>learning|reflection}}, the formulation of meaningful [[en:patterns:strategy|strategies]] or might lead to disorientation regarding their tasks or [[en:patterns:player_goals|goals]]. | ||
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The extend of the time limits should be well considered. That is especially true in tasks (missions, quests etc.) that relate to the [[en:patterns:spatial_structure|spatial structure]] of the game. For example, distances and the time required to cover them should be taken into account, as well as the overall distance a player has already walked or run in a game. | The extend of the time limits should be well considered. That is especially true in tasks (missions, quests etc.) that relate to the [[en:patterns:spatial_structure|spatial structure]] of the game. For example, distances and the time required to cover them should be taken into account, as well as the overall distance a player has already walked or run in a game. | ||
+ | ---- | ||
+ | === Related patterns === | ||
+ | [[en:patterns:competition|competition]] | ||
+ | |||
+ | [[en:patterns:real_world_event|real-world event]] | ||
+ | |||
+ | [[en:patterns:temporal_structure|temporal structure]] | ||
+ | |||
+ | ---- | ||
=== Related heuristics === | === Related heuristics === | ||
[[en:heuristics:heuristics#2.9]] | [[en:heuristics:heuristics#2.9]] | ||
[[en:heuristics:heuristics#3.5]] | [[en:heuristics:heuristics#3.5]] | ||
+ | |||
{{tag>challenge}} | {{tag>challenge}} | ||
+ | {{tag>multiplayer}} | ||
+ | |||
+ | ---- | ||
+ | === Backlinks === | ||
+ | {{backlinks>.}} | ||
+ |