Difference between revisions of "Configuration"
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Capture]], | [[Capture]], | ||
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=== Can Modulate === | === Can Modulate === | ||
− | + | [[Symmetry]] | |
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[Gain Ownership]], | |
+ | [[Imperfect Information]], | ||
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=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 20:14, 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
Can Instantiate
Can Modulate
Can Be Instantiated By
Alignment, Collection, Combos, Connection, Enclosure Puzzle Solving, Rhythm-Based Actions Selectable Sets of Goals
Can Be Modulated By
Gain Ownership, Imperfect Information, Timing
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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