Difference between revisions of "Scores"
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[[Predictable Winner]] | [[Predictable Winner]] | ||
[[Character Levels]] | [[Character Levels]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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[[Player Elimination]], | [[Player Elimination]], | ||
[[Progress Indicators]], | [[Progress Indicators]], | ||
+ | [[Races]], | ||
[[Replayability]], | [[Replayability]], | ||
[[Stimulated Planning]], | [[Stimulated Planning]], | ||
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[[Tied Results]], | [[Tied Results]], | ||
[[Trans-Game Information]] | [[Trans-Game Information]] | ||
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+ | ==== with [[Resources]] ==== | ||
+ | [[Tiebreakers]] | ||
=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Death Consequences]] | [[Death Consequences]] | ||
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+ | [[Collections]] together with [[Resources]] | ||
[[Handicap Systems]] together with [[Meta Games]] | [[Handicap Systems]] together with [[Meta Games]] | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Combos]], | [[Combos]], | ||
+ | [[End State Scoring]], | ||
[[Extra-Game Consequences]], | [[Extra-Game Consequences]], | ||
[[Gameplay Statistics]], | [[Gameplay Statistics]], |
Revision as of 21:07, 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 Character Levels
Can Instantiate
Collecting, Continuous Goals, Dynamic Alliances, Game State Overview, High Score Lists, Investments, Player Elimination, Progress Indicators, Races, Replayability, Stimulated Planning, Tension, Tied Results, Trans-Game Information
with Resources
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
Collections together with Resources
Handicap Systems together with Meta Games
Can Be Modulated By
Combos, End State Scoring, 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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-