Difference between revisions of "Score Tracks"
From gdp3
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− | [[ | + | [[Score Tracks]] are quite common in [[:Category:Board Games|Board Games]], be it casual [[:Category:Party Games|Party Games]] such as [[Balderdash]] or [[Pictionary]], or more complex games such as [[Amun-Re]], [[Carcassonne]], [[Dominant Species]], [[Inca Empire]], [[Egizia]], and [[Ursuppe]]. They are not so common in [[:Category:Computer Games]] since players' scores can there be displayed more compactly in their own individual areas of the interface with is updated by the computer as gameplay progresses. |
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− | [[Amun-Re]] | + | |
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− | [[ | + | |
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− | [[ | + | |
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− | [[Inca Empire]] | + | |
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− | [[ | + | |
== Using the pattern == | == Using the pattern == | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
+ | Building on earlier sources<ref name="Erasmus"/>, Parlett argues that it "seems intuitively obvious" that the use of [[Score Tracks]] led to the development of games with [[Races]]<ref name="Parlett"/>, both on a gameplay and thematic level. | ||
=== Interface Aspects === | === Interface Aspects === | ||
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== Consequences == | == Consequences == | ||
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== Relations == | == Relations == | ||
[[Scores]] | [[Scores]] | ||
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+ | [[Excise]] | ||
[[Races]] | [[Races]] | ||
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== References == | == References == | ||
− | - | + | <references> |
+ | <ref name="Erasmus">Erasmus, C. J. (1950). Patolli, Pachisi, and the Limitation of Possibilities, ''Southwestern Journal of Antropology'', 6 (Winter 1950), pp. 369-387 (as reprinted in Avedon, E. M. & Sutton-Smith, B. (1971). ''The Study of Games'', pp. 109-129).</ref> | ||
+ | <ref name="Parlett">Parlett, D. Oxford History of Board Games, p. 35. ISBN-10: 0192129988.</ref> | ||
+ | </references> | ||
== Acknowledgements == | == Acknowledgements == | ||
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Revision as of 07:05, 15 June 2011
A track to show players' scores.
This pattern is a still a stub.
Contents
Examples
Score Tracks are quite common in Board Games, be it casual Party Games such as Balderdash or Pictionary, or more complex games such as Amun-Re, Carcassonne, Dominant Species, Inca Empire, Egizia, and Ursuppe. They are not so common in Category:Computer Games since players' scores can there be displayed more compactly in their own individual areas of the interface with is updated by the computer as gameplay progresses.
Using the pattern
Diegetic Aspects
Building on earlier sources[1], Parlett argues that it "seems intuitively obvious" that the use of Score Tracks led to the development of games with Races[2], both on a gameplay and thematic level.
Interface Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ Erasmus, C. J. (1950). Patolli, Pachisi, and the Limitation of Possibilities, Southwestern Journal of Antropology, 6 (Winter 1950), pp. 369-387 (as reprinted in Avedon, E. M. & Sutton-Smith, B. (1971). The Study of Games, pp. 109-129).
- ↑ Parlett, D. Oxford History of Board Games, p. 35. ISBN-10: 0192129988.
Acknowledgements
-