Difference between revisions of "Survive"
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[[Steadily Decreasing Resources]], | [[Steadily Decreasing Resources]], | ||
[[Preventing Goals]] | [[Preventing Goals]] | ||
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=== Narration Aspects === | === Narration Aspects === | ||
+ | [[Survive]] goals tied to other entities than those controlled by players, i.e., [[NPCs]], offer the possibility of [[Quests]] that can readily be tied to a game's narration. | ||
== Consequences == | == Consequences == |
Revision as of 11:11, 18 October 2022
The goal of trying to avoid having game elements being eliminated, killed, or otherwise removed from gameplay.
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, Chess, Go, 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
Survive goals do not need to be focus on players' Focus Loci. Guard, Guide and Protect, and Herd can be modulated with the Survive goal by making it possible for the targets of those goals to "die" and thereby failing the goals. Survive goals can also be introduced to the rivals in games with Internal Rivalry to removing elimination of those rivals as a solution to the rivalry.
Can Modulate
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
Narration Aspects
Survive goals tied to other entities than those controlled by players, i.e., NPCs, offer the possibility of Quests that can readily be tied to a game's narration.
Consequences
Survive is an example of a Continuous Goal in that succeeding with it requires maintaining a state (i.e., being alive) over time.
Relations
Can Instantiate
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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