Difference between revisions of "Overcome"
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Instantiated by: [[Tournaments]] | Instantiated by: [[Tournaments]] | ||
− | Modulated by: | + | Modulated by: [[Dexterity-Based Actions]], [[Puzzle Solving]], [[Luck]], [[Orthogonal Differentiation]], [[Memorizing]], Immersion |
=== Can Instantiate === | === Can Instantiate === | ||
[[Combat]], | [[Combat]], | ||
+ | [[Engrossment]], | ||
[[Excluding Goals]], | [[Excluding Goals]], | ||
[[Gain Ownership]], | [[Gain Ownership]], | ||
Line 79: | Line 80: | ||
[[Internal Rivalry]], | [[Internal Rivalry]], | ||
[[Narration Structures]], | [[Narration Structures]], | ||
− | [[Tiebreakers]] | + | [[Tiebreakers]], |
+ | [[Timing]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Negotiation]] | |
== History == | == History == |
Revision as of 09:09, 10 August 2022
The goal of defeating an opposing force.
This pattern is a still a stub.
he opposing force in Overcome can be other players or other kinds of enemies provided by the game system.
Contents
Examples
Example: Fighting games, such as Soul Calibur and Tekken, are almost purely about overcoming the opponent by performing a series of successful attacks the opponent is unable to dodge or block.
Example: Chess uses the Overcome pattern through a combination of eliminating the other player's pieces and skillful positioning of one's own pieces.
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Conflict, Competition, Capture, Tournaments, Transfer of Control
Modulates: Rescue, Player Elimination
Instantiated by: Tournaments
Modulated by: Dexterity-Based Actions, Puzzle Solving, Luck, Orthogonal Differentiation, Memorizing, Immersion
Can Instantiate
Combat, Engrossment, Excluding Goals, Gain Ownership, Gameplay Mastery, Narration Structures, Symmetric Goals, Tension
with Evade
Can Modulate
Deliver, Higher-Level Closures as Gameplay Progresses
Can Be Instantiated By
Area Control, Capture, Boss Monsters, Enemies, Factions, Last Man Standing, Loyalty, Rhythm-Based Actions, Trick Taking
Can Be Modulated By
Achilles' Heels, Evade, Internal Rivalry, Narration Structures, Tiebreakers, Timing
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Overcome 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
-