Difference between revisions of "Eliminate"
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== Consequences == | == Consequences == | ||
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[[Damage]] | [[Damage]] | ||
[[Invulnerabilities]] | [[Invulnerabilities]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Conflict]], | [[Conflict]], | ||
+ | [[Extermination]], | ||
[[Game Element Removal]], | [[Game Element Removal]], | ||
[[Higher-Level Closures as Gameplay Progresses]], | [[Higher-Level Closures as Gameplay Progresses]], | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Achilles' Heels]], | ||
[[Bidding]], | [[Bidding]], | ||
[[Consumers]], | [[Consumers]], |
Revision as of 08:31, 29 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Example: In Backgammon, a single opponent's piece is removed from play when taken, but the piece can be brought back to the game later.
Example: Counter-Strike differs from many first-person shooters in that players who are killed are eliminated for the remainder of the match.
Example: The single-player puzzle game Peg Solitaire consists of eliminating all game elements from the game board save one.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
examples Can You See Me Now?
Relations
Instantiates: Combat,
Multiplayer Games Factions Internal Rivalry Aim & Shoot Single-Player Games Capture Safe Havens MacGuffins Quests Loot Tools Destructible Objects Territories Traps Obstacles Inaccessible Areas Boss Monsters Choke Points Player Elimination Early Elimination Combat Damage Invulnerabilities
Can Instantiate
Conflict, Extermination, Game Element Removal, Higher-Level Closures as Gameplay Progresses, Last Man Standing, Penalties, Preventing Goals,
with Agents
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Achilles' Heels, Bidding, Consumers, Contact, Evade, Survive
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Eliminate 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
-