Difference between revisions of "Survive"
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== Relations == | == Relations == | ||
+ | |||
+ | [[Rhythm-Based Actions]] | ||
+ | [[Time Pressure]] | ||
+ | [[Space Alert]] | ||
+ | [[Time Limits]] | ||
+ | [[Avatars]] | ||
+ | [[Units]] | ||
+ | [[FUBAR Enjoyment]] | ||
+ | [[Enemies]] | ||
+ | [[Internal Rivalry]] | ||
+ | [[Single-Player Games]] | ||
+ | [[Quests]] | ||
+ | [[Lives]] | ||
+ | [[Player Elimination]] | ||
+ | [[Last Man Standing]] | ||
+ | [[Eliminate]] | ||
+ | [[Continuous Goals]] | ||
+ | [[Preventing Goals]] | ||
+ | [[Conceal]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 14:43, 25 August 2022
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Rhythm-Based Actions Time Pressure Space Alert Time Limits Avatars Units FUBAR Enjoyment Enemies Internal Rivalry Single-Player Games Quests Lives Player Elimination Last Man Standing Eliminate Continuous Goals Preventing Goals Conceal
Can Instantiate
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with ...
Can Modulate
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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 Survive 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
-