Difference between revisions of "Last Man Standing"

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(Can Be Instantiated By)
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[[Endgame]],  
 
[[Endgame]],  
 
[[Higher-Level Closures as Gameplay Progresses]],  
 
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[[Interferable Goals]],
 
 
[[Overcome]],  
 
[[Overcome]],  
 
[[Survive]],  
 
[[Survive]],  
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[[Endgame]],  
 
[[Endgame]],  
 
[[Higher-Level Closures as Gameplay Progresses]],  
 
[[Higher-Level Closures as Gameplay Progresses]],  
[[Interferable Goals]],
 
 
[[Overcome]],  
 
[[Overcome]],  
 
[[Survive]],  
 
[[Survive]],  

Revision as of 12:02, 28 July 2015

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

This pattern is a still a stub.

Examples

Chess Go Diplomacy ? King of Tokyo

Counter-Strike series Magic: The Gathering Hearthstone

Using the pattern

Last Man Standing requires that players can Eliminate each other in game instances or particular phases of gameplay. Player Elimination or Multiplayer Games together with Lives is one design solution for the former while making nearly any type of goals for players into Incompatible Goals vis-à-vis all other players work for the latter.

Last Man Standing can be modulated by Surrendering, and game designer may want to support the Possibility of Graceful Surrender.

Consequences

Can Instantiate

Collections, Competition, Conflicts, Early Elimination, Endgame, Higher-Level Closures as Gameplay Progresses, Overcome, Survive, Symmetric Goals, Temporary Alliances, Tournaments, Winning by Ending Gameplay

Relations

Can Instantiate

Collections, Competition, Conflicts, Early Elimination, Endgame, Higher-Level Closures as Gameplay Progresses, Overcome, Survive, Symmetric Goals, Temporary Alliances, Tournaments, Winning by Ending Gameplay

Can Modulate

-

Can Be Instantiated By

Eliminate, Incompatible Goals, Player Elimination

Multiplayer Games together with Lives

Can Be Modulated By

Possibility of Graceful Surrender, Surrendering

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

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

Acknowledgements

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