Difference between revisions of "King of the Hill"
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Revision as of 12:43, 18 October 2022
Reaching and keeping a sought for game state that other players are trying to reach and keep.
This pattern is a still a stub.
Contents
Examples
Example: Some game variants of Battlefield 1942 have positions on the maps that when held for a certain period of time depletes "ticks" from the other team.
Example: The board game Junta lets the president control how foreign aid money is distributed to the players. This position, although dangerous, is often sought for by all players since the ownership of money is the prerequisite for winning the game.
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Modulated by: Alignment, Lives, Guard
Can Instantiate
Balancing Effects, Conflicts, Continuous Goals, Competition, Interferable Goals, Symmetric Goals, Temporary Alliances, Tension, Role Reversal
Can Modulate
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Can Be Instantiated By
Non-Player Characters together with Enemies
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern King of the Hill 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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