Difference between revisions of "Enclosure"

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[[Category:Goal Patterns]]
 
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[[Category:Needs revision]]
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[[Category:Needs references]]
[[Category:Patterns created on the Wiki]]
 
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''The goal of surrounding game elements by a continuous line or wall of other game elements.''
 
''The goal of surrounding game elements by a continuous line or wall of other game elements.''
  
The oldest, and perhaps best known, example of Enclosure is Go, the classic oriental board game, where the opponent's enclosed stones are removed from the board. Digital games also use Enclosure for capturing: in Taito's Qix game elements are captured and removed from play by enclosing them in the smaller of the two subdivisions that are created whenever the player completes a line between two parts of the game edge.
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[[Enclosure]] is the goal of surrounding some type of game elements with some other type of game elements.
 
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The goal can be also be to avoid being enclosed. Classic examples of this the lightcycle game in Tron, where the players try to enclose the other player while not getting enclosed themselves. Nibbler and Snake are examples where avoiding the Enclosure lets players survive to pursue the primary goal of eating.
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=== Examples ===
 
=== Examples ===
Example: Loop, by gameLab, is an example of how Enclosure can be a visually very strong element. In this game there are several butterflies of different color fluttering around the screen. The player's task is to enclose butterflies of the same color by drawing a loop with a mouse around two or more butterflies of the same color. The player can also enclose three or more butterflies if each of them is of a different color.
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The oldest, and perhaps best known, example of [[Enclosure]] is [[Go]] in which completely enclosing the opponent's group when it has no empty space inside it causes it to be removed from the board. The board game [[Carcassonne]] uses [[Enclosure]] in a couple of different ways: the building of towns where rewards are not given until the town walls enclose the area inside; cloisters that have to be surrounding by tiles to give points; and fields that may be enclosed to guarantee control.
  
Example: The board game Carcassonne (Klaus-Jürgen Wrede 2000) is a clear example of using Enclosure in a couple of different ways: the building of towns where rewards are not given until the town walls enclose the area inside; cloisters that have to be surrounding by tiles to give points; and fields that may be enclosed to guarantee control.
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In [[Qix]] game elements are captured and removed from play by enclosing them in the smaller of the two subdivisions that are created whenever the player completes a line between two parts of the game edge. [[Nibbler]] and [[Snake]] are examples where avoiding an [[Enclosure]] lets players survive to pursue the primary goal of eating.
 
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==== Anti-Examples ====
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optional
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== Using the pattern ==
 
== Using the pattern ==
 
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Designing for [[Enclosure]] goals are primarily concerns with what should be enclosed and what can be used to enclose. Typically in both cases these are (different types of) game elements but for the latter the goal of [[Enclosure]] influences the [[Game Element Insertion]] or [[Movement]] of these. Another concern is whether players should [[Gain Ownership]] of what is enclosed or if they should be removed through [[Game Element Removal]].
=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narration Aspects ===
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== Consequences ==
 
== Consequences ==
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[[Enclosure]] is a type of [[Configuration]] which typically requires [[Connection]] between what is enclosed and what encloses it or between enclosing game elements. Succeeding with an [[Enclosure]] typically leads to a [[Capture]] or succeeding with a [[Gain Ownership]] goal.
  
 
== Relations ==
 
== Relations ==
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[[Capture]],  
 
[[Capture]],  
 
[[Connection]],  
 
[[Connection]],  
[[Configuration]]
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[[Configuration]],
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[[Game Element Removal]],
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[[Gain Ownership]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
[[Gain Ownership]]
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[[Game Element Insertion]],
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[[Movement]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Latest revision as of 09:52, 13 May 2022

The goal of surrounding game elements by a continuous line or wall of other game elements.

Enclosure is the goal of surrounding some type of game elements with some other type of game elements.

Examples

The oldest, and perhaps best known, example of Enclosure is Go in which completely enclosing the opponent's group when it has no empty space inside it causes it to be removed from the board. The board game Carcassonne uses Enclosure in a couple of different ways: the building of towns where rewards are not given until the town walls enclose the area inside; cloisters that have to be surrounding by tiles to give points; and fields that may be enclosed to guarantee control.

In Qix game elements are captured and removed from play by enclosing them in the smaller of the two subdivisions that are created whenever the player completes a line between two parts of the game edge. Nibbler and Snake are examples where avoiding an Enclosure lets players survive to pursue the primary goal of eating.

Using the pattern

Designing for Enclosure goals are primarily concerns with what should be enclosed and what can be used to enclose. Typically in both cases these are (different types of) game elements but for the latter the goal of Enclosure influences the Game Element Insertion or Movement of these. Another concern is whether players should Gain Ownership of what is enclosed or if they should be removed through Game Element Removal.

Consequences

Enclosure is a type of Configuration which typically requires Connection between what is enclosed and what encloses it or between enclosing game elements. Succeeding with an Enclosure typically leads to a Capture or succeeding with a Gain Ownership goal.

Relations

Can Instantiate

Capture, Connection, Configuration, Game Element Removal, Gain Ownership

Can Modulate

Game Element Insertion, Movement

Can Be Instantiated By

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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 Enclosure 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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