Difference between revisions of "Scores"

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(Consequences)
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[[High Score Lists]],  
 
[[High Score Lists]],  
 
[[Tied Results]],  
 
[[Tied Results]],  
 +
 +
can modulate
 +
[[Multiplayer Games]],
 +
[[Single-Player Games]], 
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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While  
 
While  
[[Multiplayer Games]],  
+
,  
 
[[Single-Player 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]].
+
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]] in [[Multiplayer Games]].
  
  
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=== Can Modulate ===
 
=== Can Modulate ===
[[Multiplayer Games]],
 
[[Single-Player Games]], 
 
 
[[Back-to-Back Game Sessions]],  
 
[[Back-to-Back Game Sessions]],  
 
[[Death Consequences]],  
 
[[Death Consequences]],  
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[[Collecting]],  
 
[[Collecting]],  
 
[[Continuous Goals]],  
 
[[Continuous Goals]],  
[[Dynamic Alliances]],
 
 
[[Game State Overview]],  
 
[[Game State Overview]],  
 
[[High Score Lists]],  
 
[[High Score Lists]],  
 
[[Investments]],  
 
[[Investments]],  
 
[[Player Elimination]],  
 
[[Player Elimination]],  
[[Predictable Winner]],
 
 
[[Progress Indicators]],  
 
[[Progress Indicators]],  
 
[[Races]],  
 
[[Races]],  
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[[Tied Results]],  
 
[[Tied Results]],  
 
[[Trans-Game Information]]
 
[[Trans-Game Information]]
 +
 +
==== with [[Multiplayer Games]] ====
 +
[[Dynamic Alliances]],
 +
[[Predictable Winner]]
  
 
==== with [[Resources]] ====
 
==== with [[Resources]] ====

Revision as of 13:33, 19 January 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Left 4 Dead series

Egizia

Race for the Galaxy

Ticket to Ride

Settlers of Catan

Carcarsonne

Chess

Go

Pachessi

deathmatch Quake series

ticks Battlefield series

Staries

Candy Crush Saga

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 modulate Multiplayer Games, Single-Player 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

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 , 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 in Multiplayer Games.


Can Instantiate

Investments, Player Elimination, Investments, Replayability, Trans-Game Information

with Resources

Tiebreakers

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, Game State Overview, High Score Lists, Investments, Player Elimination, Progress Indicators, Races, Replayability, Resources, Stimulated Planning, Tension, Tied Results, Trans-Game Information

with Multiplayer Games

Dynamic Alliances, Predictable Winner

with Resources

Tiebreakers

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-