Difference between revisions of "Survive"
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== Relations == | == Relations == | ||
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[[Time Pressure]] | [[Time Pressure]] | ||
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[[Time Limits]] | [[Time Limits]] | ||
[[Enemies]] | [[Enemies]] | ||
Line 69: | Line 67: | ||
[[Lives]], | [[Lives]], | ||
[[Last Man Standing]], | [[Last Man Standing]], | ||
+ | [[Maintenance Costs]], | ||
+ | [[Rhythm-Based Actions]], | ||
[[Units]] | [[Units]] | ||
− | |||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Conceal]], | [[Conceal]], | ||
+ | [[Steadily Decreasing Resources]], | ||
[[Preventing Goals]] | [[Preventing Goals]] | ||
Revision as of 08:30, 11 October 2022
The goal of trying to avoid being killed by game events or the actions of other players or agents in a game.
Many games have effects that capture, destroy, kill, or eliminate game elements depending on the theme of the game. As these events are usually negative for the players who control the game elements, they have the expected goal of trying to make these units Survive.
This pattern is a still a stub.
Contents
Examples
Example: The players are, sooner or later, going to have all their ships destroyed in Space Invaders or Asteroids, but surviving allows the players to keep on playing to gain enough points to reach a high score position.
Minecraft Valheim No Man's Sky Terraria Slaves to Armok II: Dwarf Fortress Oxygen Not Included Project Zomboid Unexplored
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Time Pressure Time Limits Enemies Internal Rivalry Single-Player Games Player Elimination
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Avatars, Lives, Last Man Standing, Maintenance Costs, Rhythm-Based Actions, Units
Can Be Modulated By
Conceal, Steadily Decreasing Resources, Preventing Goals
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
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