Difference between revisions of "Configuration"
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== Relations == | == Relations == | ||
− | Instantiates: | + | Instantiates: |
Modulates: [[Symmetry]] | Modulates: [[Symmetry]] | ||
Modulated by: [[Timing]], [[Gain Ownership]], [[Imperfect Information]] | Modulated by: [[Timing]], [[Gain Ownership]], [[Imperfect Information]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Alignment]], | [[Alignment]], | ||
+ | [[Collection]], | ||
[[Combos]], | [[Combos]], | ||
[[Connection]], | [[Connection]], | ||
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[[Puzzle Solving]], | [[Puzzle Solving]], | ||
[[Rhythm-Based Actions]] | [[Rhythm-Based Actions]] | ||
+ | [[Selectable Sets of Goals]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 20:13, 9 August 2016
The goal of forming a spatial, temporal, or logical arrangement of game elements.
Providing goals which consist of arranging game elements according to some predefine rule are a common use of game elements in games where the game elements can be moved. These goals make players try to form a Configuration of the available game elements.
Contents
Examples
Example: The card game Illuminati uses Configuration for control groups, which can be spatially arranged to draw benefit of similarities in alignment and maximize the use of control arrows.
Example: Zendo, an abstract game where the winning condition is to guess a Gonfiguration.
Example: Poker, where winning rounds consists of having the rarest set of a set of predetermined Configurations.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Modulates: Symmetry
Modulated by: Timing, Gain Ownership, Imperfect Information
Can Instantiate
Can Modulate
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Can Be Instantiated By
Alignment, Collection, Combos, Connection, Enclosure Puzzle Solving, Rhythm-Based Actions Selectable Sets of Goals
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 Configuration 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
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