Difference between revisions of "Scores"
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[[Scores]] make games have the [[Continuous Goals|Continuous Goal]] of [[Collecting]] points which can also be seen as a [[Races|Race]] to either first reach a certain [[Scores|Score]] or have the highest [[Scores|Score]] when gameplay ends. | [[Scores]] make games have the [[Continuous Goals|Continuous Goal]] of [[Collecting]] points which can also be seen as a [[Races|Race]] to either first reach a certain [[Scores|Score]] or have the highest [[Scores|Score]] when gameplay ends. | ||
− | + | While | |
+ | [[Multiplayer Games]], | ||
+ | [[Single-Player Games]], | ||
− | + | When publicly accessible, they simultaneously are a type of [[Progress Indicators]] and [[Game State Overview]] which create [[Stimulated Planning]] and [[Tension]]. This can give rise to [[Dynamic Alliances]] working against a [[Predictable Winner]]. | |
− | + | ||
+ | === Can Instantiate === | ||
[[Investments]], | [[Investments]], | ||
[[Player Elimination]], | [[Player Elimination]], | ||
− | |||
[[Investments]], | [[Investments]], | ||
[[Replayability]], | [[Replayability]], | ||
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[[King of the Hill]], | [[King of the Hill]], | ||
[[Lives]], | [[Lives]], | ||
− | |||
− | |||
[[Role Reversal]], | [[Role Reversal]], | ||
[[Tournaments]] | [[Tournaments]] | ||
− | [[Save Points]] and [[Save-Load Cycles]] tend to not work well with [[Scores]] since players can go back repeatedly in attempts to maximize their scores. | + | [[Save Points]] and [[Save-Load Cycles]] tend to not work well with [[Scores]] since players can go back repeatedly in attempts to maximize their scores. |
− | + | ||
== Relations == | == Relations == |
Revision as of 13:31, 19 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
Can Be Instantiated By
Character Levels, Death Consequences
Collections together with Resources
Handicap Systems together with Meta Games
can inst Resources, High Score Lists, Tied Results,
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
Diegetic Aspects
Scores are often difficult to explain within a game's theme, so using it easily breaks Thematic Consistency and often thereby also Diegetic Consistency.
Interface Aspects
Consequences
Scores make games have the Continuous Goal of Collecting points which can also be seen as a Race to either first reach a certain Score or have the highest Score when gameplay ends.
While Multiplayer Games, Single-Player Games,
When publicly accessible, they simultaneously are a type of Progress Indicators and Game State Overview which create Stimulated Planning and Tension. This can give rise to Dynamic Alliances working against a Predictable Winner.
Can Instantiate
Investments, Player Elimination, Investments, Replayability, Trans-Game Information
with Resources
Can Modulate
Back-to-Back Game Sessions, Death Consequences, Gain Ownership, King of the Hill, Lives, Role Reversal, Tournaments
Save Points and Save-Load Cycles tend to not work well with Scores since players can go back repeatedly in attempts to maximize their scores.
Relations
Unwinnable Games - modulates Time Limited Game Instances - modulates Winning Ends Gameplay Winner determined after Gameplay Ends
Can Instantiate
Collecting, Continuous Goals, Dynamic Alliances, Game State Overview, High Score Lists, Investments, Player Elimination, Predictable Winner, Progress Indicators, Races, Replayability, Resources, 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
Character Levels, Death Consequences
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
-