Difference between revisions of "Overcome"
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== Using the pattern == | == Using the pattern == | ||
− | |||
− | === | + | Central to designing [[Overcome]] |
+ | |||
+ | === Can Modulate === | ||
+ | [[Deliver]], | ||
+ | [[Higher-Level Closures as Gameplay Progresses]] | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Area Control]], | ||
+ | [[Capture]], | ||
+ | [[Boss Monsters]], | ||
+ | [[Eliminate]], | ||
+ | [[Enemies]], | ||
+ | [[Factions]], | ||
+ | [[Last Man Standing]], | ||
+ | [[Loyalty]], | ||
+ | [[Rescue]], | ||
+ | [[Rhythm-Based Actions]], | ||
+ | [[Tournaments]], | ||
+ | [[Trick Taking]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Achilles' Heels]], | ||
+ | [[Evade]], | ||
+ | [[Internal Rivalry]], | ||
+ | [[Tiebreakers]], | ||
+ | [[Timing]] | ||
+ | |||
+ | |||
+ | [[Negotiation]] goals can be seen as [[Excluding Goals]] to [[Overcome]] since a successful [[Negotiation]] is equally satisfactory to all involved parts. | ||
+ | |||
=== Narration Aspects === | === Narration Aspects === | ||
+ | [[Narration Structures]] are often created to provide narrative and thematic reason to motivate the [[Overcome]] goals to players, and exist implicitly when the [[Overcome]] goals are [[Mandatory Goals]]. | ||
== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Combat]], | ||
+ | [[Competition]], | ||
+ | [[Conflict]], | ||
+ | [[Engrossment]], | ||
+ | [[Excluding Goals]], | ||
+ | [[Gain Ownership]], | ||
+ | [[Gameplay Mastery]], | ||
+ | [[Player Elimination]], | ||
+ | [[Symmetric Goals]], | ||
+ | [[Tension]], | ||
+ | [[Transfer of Control]] | ||
+ | |||
+ | ==== with [[Evade]] ==== | ||
+ | [[Tactical Planning]] | ||
== Relations == | == Relations == | ||
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[[Evade]], | [[Evade]], | ||
[[Internal Rivalry]], | [[Internal Rivalry]], | ||
+ | [[Mandatory Goals]], | ||
[[Narration Structures]], | [[Narration Structures]], | ||
[[Tiebreakers]], | [[Tiebreakers]], |
Revision as of 13:29, 25 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
Central to designing Overcome
Can Modulate
Deliver, Higher-Level Closures as Gameplay Progresses
Can Be Instantiated By
Area Control, Capture, Boss Monsters, Eliminate, Enemies, Factions, Last Man Standing, Loyalty, Rescue, Rhythm-Based Actions, Tournaments, Trick Taking
Can Be Modulated By
Achilles' Heels, Evade, Internal Rivalry, Tiebreakers, Timing
Negotiation goals can be seen as Excluding Goals to Overcome since a successful Negotiation is equally satisfactory to all involved parts.
Narration Aspects
Narration Structures are often created to provide narrative and thematic reason to motivate the Overcome goals to players, and exist implicitly when the Overcome goals are Mandatory Goals.
Consequences
Can Instantiate
Combat, Competition, Conflict, Engrossment, Excluding Goals, Gain Ownership, Gameplay Mastery, Player Elimination, Symmetric Goals, Tension, Transfer of Control
with Evade
Relations
Can Instantiate
Combat, Competition, Conflict, Engrossment, Excluding Goals, Gain Ownership, Gameplay Mastery, Narration Structures, Player Elimination, Symmetric Goals, Tension, Transfer of Control
with Evade
Can Modulate
Deliver, Higher-Level Closures as Gameplay Progresses
Can Be Instantiated By
Area Control, Capture, Boss Monsters, Eliminate, Enemies, Factions, Last Man Standing, Loyalty, Rescue, Rhythm-Based Actions, Tournaments, Trick Taking
Can Be Modulated By
Achilles' Heels, Evade, Internal Rivalry, Mandatory Goals, 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
-