Difference between revisions of "Last Man Standing"
From gdp3
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Instantiated by: [[Eliminate]] | Instantiated by: [[Eliminate]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Collections]], | ||
+ | [[Competition]], | ||
+ | [[Conflicts]], | ||
[[Endgame]], | [[Endgame]], | ||
− | [[Higher-Level Closures as Gameplay Progresses]] | + | [[Higher-Level Closures as Gameplay Progresses]], |
− | + | [[Interferable Goals]], | |
− | + | [[Overcome]], | |
+ | [[Survive]], | ||
+ | [[Symmetric Goals]], | ||
+ | [[Temporary Alliances]], | ||
+ | [[Tournaments]] | ||
=== Can Modulate === | === Can Modulate === |
Revision as of 15:36, 27 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Chess Go Diplomacy ? King of Tokyo
Counter-Strike series Magic: The Gathering Hearthstone
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
-- Instantiated by: Eliminate
Modulated by: Limited Resources
Avatars Multiplayer Games Lives Player Elimination Early Elimination Surrendering Possibility of Graceful Surrender
Can Instantiate
Collections, Competition, Conflicts, Endgame, Higher-Level Closures as Gameplay Progresses, Interferable Goals, Overcome, Survive, Symmetric Goals, Temporary Alliances, Tournaments
Can Modulate
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Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Last Man Standing 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
-