Difference between revisions of "Scores"
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--- new --- | --- new --- | ||
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[[Races]] | [[Races]] | ||
[[Ghosts]] | [[Ghosts]] | ||
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[[High Score Lists]], | [[High Score Lists]], | ||
[[Investments]], | [[Investments]], | ||
+ | [[Player Elimination]], | ||
[[Progress Indicators]], | [[Progress Indicators]], | ||
[[Replayability]], | [[Replayability]], | ||
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=== Can Modulate === | === Can Modulate === | ||
[[Back-to-Back Game Sessions]], | [[Back-to-Back Game Sessions]], | ||
+ | [[Death Consequences]], | ||
[[Gain Ownership]], | [[Gain Ownership]], | ||
[[King of the Hill]], | [[King of the Hill]], | ||
+ | [[Lives]], | ||
[[Multiplayer Games]], | [[Multiplayer Games]], | ||
[[Single-Player Games]], | [[Single-Player Games]], | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | + | [[Death Consequences]] | |
[[Handicap Systems]] together with [[Meta Games]] | [[Handicap Systems]] together with [[Meta Games]] |
Revision as of 21:04, 18 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
[hide]Examples
deathmatch Quake series
ticks Battlefield series
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
--- to add to --- Predictable Winner Character Levels
--- new ---
Races Ghosts Meta Games Meta Servers Resources End State Scoring
Can Instantiate
Collecting, Continuous Goals, Dynamic Alliances, Game State Overview, High Score Lists, Investments, Player Elimination, Progress Indicators, Replayability, Stimulated Planning, Tension, Tied Results, Trans-Game Information
Can Modulate
Back-to-Back Game Sessions, Death Consequences, Gain Ownership, King of the Hill, Lives, Multiplayer Games, Single-Player Games, Role Reversal, Tournaments
Can Be Instantiated By
Handicap Systems together with Meta Games
Can Be Modulated By
Combos, Extra-Game Consequences, Gameplay Statistics, Game State Indicators, Handicap Systems, Pick-Ups, Score Tracks, Secret Scoring Mechanisms, Tiebreakers
Possible Closure Effects
-
Potentially Conflicting With
Diegetic Consistency, Save Points, Save-Load Cycles, Thematic Consistency
History
An updated version of the pattern Score that was part of the original collection in the book Patterns in Game Design[1].
References
- Jump up ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-