Difference between revisions of "Alignment"

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[[Category:Goal Patterns]]
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[[Category:Needs revision]]
 
[[Category:Needs revision]]
 
[[Category:Needs references]]
 
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''The goal of forming a linear alignment of game elements.''
 
''The goal of forming a linear alignment of game elements.''
  
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== Using the pattern ==
 
== Using the pattern ==
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The prime challenges that can be designed for [[Alignment]] goals consist of how players can move or place the necessary game elements into the correct position and how game elements can be removed in order to hinder the completion of the [[Alignment]], which are a type of [[Puzzle Solving]]. Due to these changes of a game the pattern introduced, it affects [[Game Element Insertion]] or [[Movement]], or both. The difficulty of the goal can easily be increased by making the game elements move on their own or making them moveable by other players and introducing [[Preventing Goals]]. The pattern is typically used in board games to create [[Capture]] after [[Alignment]] has been achieved.
  
The requirements for using Alignment are to have a Game World that allows spatial arrangements and to have a Game State Overview for players of the whole area which is to be used. The prime challenges that can be designed for Alignment goals consist of how players can move the necessary game elements into the correct position and how game elements can be removed in order to hinder the completion of the Alignment. The difficulty of the goal can easily be increased by making the game elements move on their own or making them moveable by other players and introducing Preventing Goals.
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Although not directly a goal, the use of [[Line of Sight]] to detect or attack other game elements has much in common with [[Alignment]]. Further, when players can detect [[Enemies]] or other target through other means and need to achieve [[Line of Sight]] to perform certain activities, the two patterns do overlap since gaining [[Line of Sight]] becomes the same as gaining an [[Alignment]] without any [[Obstacles]] in between.
  
Alignment is used in many ways in board games to create Capture, with approach and withdrawal as two specific cases <ref name="Parlett"/>. In approach the piece is captured by moving towards it in a straight line and stopping right next to it. Withdrawal is, obviously, the reverse of approach: the piece is captured by moving an adjacent piece away from it in a straight line. Intervention and custodianship are other methods of Capture listed by Parlett, also using Alignment as the base pattern. Intervention involves capturing enemy pieces by moving a piece between them to form a line. The captured piece in custodianship is flanked by friendly pieces in such a way that the pieces form a line, as for example is the case in Hnefatafl or Othello where several pieces can be captured by flanking.
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[[King of the Hill]] goals can also be created by modifying [[Alignment]] goals.
  
Alignment is a form of Configuration, and offers one of the strongest possibilities for Hovering Closures by offering players clear visual Progress Indicators using the gestalt law of connectivity. Alignment can be a case of Connection, but does not have to be so, since the game elements involved in the Alignment do not necessarily need to have Connection between each other.
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== Consequences ==
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[[Alignment]] is a form of [[Configuration]], and offers the possibility of [[Hovering Closures]] by offering players clear visual [[Progress Indicators]] using the Gestalt Law of Closure<ref name="gestalt"/>. [[Alignment]] can be a case of [[Connection]], but does not have to be so, since the game elements involved in the [[Alignment]] do not necessarily need to have [[Connection]] between each other.
  
In games where shots move instantaneously to the target, or the target is stationary, the action of Aim & Shoot has Alignment as a goal.
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[[Alignment]] is typically used as a prerequisite for [[Capture]]. In [[Real-Time Games]] where shots move instantaneously to the target, or the target is stationary, the action of [[Aim & Shoot]] has [[Alignment]] as a goal and typically required [[Timing]]. In other cases, [[Alignment]] is typically a part of [[Puzzle Solving]].
 
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[[Capture]]
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[[Puzzle Solving]]
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=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narrative Aspects ===
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== Consequences ==
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== Relations ==
 
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Capture]], [[Configuration]], [[Connection]], [[Hovering Closures]], [[Preventing Goals]],
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[[Progress Indicators]], [[Puzzle Solving]]
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==== with [[Real-Time Games]] ====
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[[Aim & Shoot]], [[Timing]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Game Element Insertion]],
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[[Movement]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Line of Sight]],
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[[King of the Hill]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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[[Capture]]
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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-
  
 
== History ==
 
== History ==
 
An updated version of the pattern ''Alignment'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
 
An updated version of the pattern ''Alignment'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
 +
 +
== Acknowledgments ==
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-
  
 
== References ==
 
== References ==
 
<references>
 
<references>
 
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref>
 
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref>
 +
<ref name="gestalt">Wikipedia [http://en.wikipedia.org/wiki/Gestalt_psychology entry] on gestalt psychology.</ref>
 
<ref name="Juul2010">Juul, J. (2010) A Casual Revolution: Reinventing Video Games and Their Players. MIT Press.</ref>
 
<ref name="Juul2010">Juul, J. (2010) A Casual Revolution: Reinventing Video Games and Their Players. MIT Press.</ref>
<ref name="Parlett">Parlett, D. Oxford History of Board Games. Pages 232-233. ISBN-10: 0192129988.</ref>
 
 
<ref name="Tafl">Wikipedia [http://en.wikipedia.org/wiki/Tafl_games entry] for Tafl games.</ref>
 
<ref name="Tafl">Wikipedia [http://en.wikipedia.org/wiki/Tafl_games entry] for Tafl games.</ref>
 
</references>
 
</references>

Latest revision as of 09:52, 1 December 2022

The goal of forming a linear alignment of game elements.

Many games make use of the spatial relationship of game elements to cause effects in the game state. When the pieces have to form a line (typically defined by three game elements) for an effect to occur, this can be described as giving players the goal of Alignment. The goal usually requires the aligned elements to be next to each other. There are, however, games where this is not the case and Alignment is instead used to determine the movement paths of game elements, e.g. leaping in Draughts. Using the term Matching Tile Games, Jesper Juul provides an analysis of a group of games using a form of the pattern in the fourth chapter of his book A Casual Revolution: Reinventing Video Games and Their Players[1]

Examples

A well known, and perhaps the simplest, game of Alignment is Tic-Tac-Toe where the winner is the first to have three markers in horizontal, vertical or diagonal Alignment in a three by three board. Hnefatafl and other 'Tafl games'[2] are believed to have rules that allow captures by surrounding a piece on two opposing sides. As mentioned above, Draughts uses Alignment for

'Match 3' games such as Bejeweled, Staries and Zoo Keeper all lets players swap game elements which are neighbors, removing them and rewarding the player with points if three or more game elements become aligned.

Tetris uses the horizontal Alignment of blocks to remove them from the screen and increase the player's score.

Using the pattern

The prime challenges that can be designed for Alignment goals consist of how players can move or place the necessary game elements into the correct position and how game elements can be removed in order to hinder the completion of the Alignment, which are a type of Puzzle Solving. Due to these changes of a game the pattern introduced, it affects Game Element Insertion or Movement, or both. The difficulty of the goal can easily be increased by making the game elements move on their own or making them moveable by other players and introducing Preventing Goals. The pattern is typically used in board games to create Capture after Alignment has been achieved.

Although not directly a goal, the use of Line of Sight to detect or attack other game elements has much in common with Alignment. Further, when players can detect Enemies or other target through other means and need to achieve Line of Sight to perform certain activities, the two patterns do overlap since gaining Line of Sight becomes the same as gaining an Alignment without any Obstacles in between.

King of the Hill goals can also be created by modifying Alignment goals.

Consequences

Alignment is a form of Configuration, and offers the possibility of Hovering Closures by offering players clear visual Progress Indicators using the Gestalt Law of Closure[3]. Alignment can be a case of Connection, but does not have to be so, since the game elements involved in the Alignment do not necessarily need to have Connection between each other.

Alignment is typically used as a prerequisite for Capture. In Real-Time Games where shots move instantaneously to the target, or the target is stationary, the action of Aim & Shoot has Alignment as a goal and typically required Timing. In other cases, Alignment is typically a part of Puzzle Solving.

Relations

Can Instantiate

Capture, Configuration, Connection, Hovering Closures, Preventing Goals, Progress Indicators, Puzzle Solving

with Real-Time Games

Aim & Shoot, Timing

Can Modulate

Game Element Insertion, Movement

Can Be Instantiated By

Line of Sight, King of the Hill

Can Be Modulated By

-

Possible Closure Effects

Capture

Potentially Conflicting With

-

History

An updated version of the pattern Alignment that was part of the original collection in the book Patterns in Game Design[4].

Acknowledgments

-

References

  1. Juul, J. (2010) A Casual Revolution: Reinventing Video Games and Their Players. MIT Press.
  2. Wikipedia entry for Tafl games.
  3. Wikipedia entry on gestalt psychology.
  4. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.