Difference between revisions of "Scores"
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== Relations == | == Relations == | ||
[[Staries]] | [[Staries]] | ||
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+ | --- to add to --- | ||
+ | [[Predictable Winner]] | ||
--- new --- | --- new --- | ||
− | |||
− | |||
− | |||
− | |||
− | |||
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[[Gameplay Statistics]] | [[Gameplay Statistics]] | ||
[[Game State Indicators]] | [[Game State Indicators]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[High Score Lists]], | |
+ | [[Replayability]], | ||
+ | [[Tension]] | ||
==== with ... ==== | ==== with ... ==== | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Combos]], | ||
[[Secret Scoring Mechanisms]] | [[Secret Scoring Mechanisms]] | ||
Revision as of 20:49, 18 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
deathmatch Quake series
ticks Battlefield series
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
--- to add to --- Predictable Winner
--- new --- 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, Trans-Game Information, Investments, Dynamic Alliances, Tied Results, Progress Indicators, Game State Overview, Collecting
Modulates: Role Reversal, Gain Ownership, Single-Player Games, King of the Hill, Tournaments
Modulated by: Tiebreakers
Can Instantiate
High Score Lists, Replayability, Tension
with ...
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
Combos, Secret Scoring Mechanisms
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
-