Difference between revisions of "Survive"
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=== Can Modulate === | === Can Modulate === | ||
[[Eliminate]], | [[Eliminate]], | ||
+ | [[Guard]], | ||
+ | [[Guide and Protect]], | ||
[[FUBAR Enjoyment]], | [[FUBAR Enjoyment]], | ||
+ | [[Herd]], | ||
[[Internal Rivalry]] | [[Internal Rivalry]] | ||
Revision as of 08:57, 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
Survive goals typically manifest in two different ways in games. One is a hostile environment, primarily through enemies or monsters, threaten to kill players' characters. Example of this can be found in Asteroids, Space Alert, Space Invaders, and the Left 4 Dead series. Another is that players have to negotiate continuously depleting resources, as for example in Oxygen Not Included. Roguelikes, e.g., Unexplored, and more generally Survival Games typically provide both types of challenges with varying ratios. Examples of Survival Games include Dead of Winter, Minecraft, No Man's Sky, Project Zomboid, Slaves to Armok II: Dwarf Fortress, Terraria, and Valheim.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Single-Player Games Player Elimination
Can Instantiate
with ...
Can Modulate
Eliminate, Guard, Guide and Protect, FUBAR Enjoyment, Herd, Internal Rivalry
Can Be Instantiated By
Avatars, Enemies, 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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