Difference between revisions of "Eliminate"
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Aim & Shoot]], | ||
+ | [[Capture]], | ||
[[Combat]], | [[Combat]], | ||
[[Conflict]], | [[Conflict]], | ||
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[[Destructible Objects]], | [[Destructible Objects]], | ||
[[Enemies]], | [[Enemies]], | ||
+ | [[Safe Havens]], | ||
+ | [[Traps]], | ||
[[Units]] | [[Units]] | ||
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[[Damage]], | [[Damage]], | ||
[[Evade]], | [[Evade]], | ||
+ | [[Factions]], | ||
[[Loot]], | [[Loot]], | ||
+ | [[MacGuffins]], | ||
[[Survive]] | [[Survive]] | ||
Revision as of 08:41, 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
Can Instantiate
Aim & Shoot, Capture, Combat, Conflict, Early Elimination, Extermination, Game Element Removal, Higher-Level Closures as Gameplay Progresses, Last Man Standing, Penalties, Player Elimination, Preventing Goals, Quests
with Agents
with Territories
Can Modulate
Can Be Instantiated By
Boss Monsters, Consumers, Destructible Objects, Enemies, Safe Havens, Traps, Units
Choke Points together with Enemies or Obstacles
Inaccessible Areas together with Enemies
Tools together with Multiplayer Games
Can Be Modulated By
Achilles' Heels, Bidding, Consumers, Contact, Damage, Evade, Factions, Loot, MacGuffins, Survive
Possible Closure Effects
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Potentially Conflicting With
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
-