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en:patterns:against_time [2015/12/17 14:19]
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 ​**absolutely** 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]].+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 can be applied to the whole game or only to parts of it. As any 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 ​**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:​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]].
  
-The extend of the time limits should be well considered. That is especially true in tasks (missions, quests etc.) that relate to the [[en:​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>​.}}
 +