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en:patterns:against_time [2015/12/17 18:06]
127.0.0.1 external edit
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 [[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]]).
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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]]
  
 ---- ----
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 [[en:​heuristics:​heuristics#​3.5]] [[en:​heuristics:​heuristics#​3.5]]
 +
 {{tag>​challenge}} {{tag>​challenge}}
 {{tag>​multiplayer}} {{tag>​multiplayer}}
 +
 +----
 +=== Backlinks ===
 +{{backlinks>​.}}