Difference between revisions of "Scores"
(→Relations) |
(→Relations) |
||
Line 75: | Line 75: | ||
--- old --- | --- old --- | ||
− | [[Continuous Goals | + | [[Continuous Goals]], [[Stimulated Planning]], [[Trans-Game Information]], [[Investments]], [[Dynamic Alliances]], [[Tied Results]], [[Replayability]], [[Extra-Game Consequences]], [[Progress Indicators]], [[Game State Overview]], [[Collecting]] |
Modulates: [[Role Reversal]], [[Player Elimination]], [[Turn Taking]], [[Gain Ownership]], [[Single-Player Games]], [[King of the Hill]], [[Tournaments]] | Modulates: [[Role Reversal]], [[Player Elimination]], [[Turn Taking]], [[Gain Ownership]], [[Single-Player Games]], [[King of the Hill]], [[Tournaments]] |
Revision as of 11:53, 17 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
--- new --- High Score Lists Massively Single-Player Online Games Tension Replayability Avatars Combos Turn Taking Gameplay Statistics Game State Indicators Stimulated Planning Multiplayer Games Extra-Game Consequences Power-Ups Diegetic Consistency Handicap Systems Balancing Effects Pick-Ups Thematic Consistency Score Tracks Back-to-Back Game Sessions Varying Turn Orders Lives Player Elimination Death Consequences Parties Races Ghosts Meta Games Meta Servers Resources End State Scoring
--- old --- Continuous Goals, Stimulated Planning, Trans-Game Information, Investments, Dynamic Alliances, Tied Results, Replayability, Extra-Game Consequences, Progress Indicators, Game State Overview, Collecting
Modulates: Role Reversal, Player Elimination, Turn Taking, Gain Ownership, Single-Player Games, King of the Hill, Tournaments
Modulated by: Pick-Ups, Handicaps, Tiebreakers
Can Instantiate
-
with ...
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Score that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-