Difference between revisions of "Territories"
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[[Go]] is probably the oldest game that concerns claiming [[Territories]] as one's own. | [[Go]] is probably the oldest game that concerns claiming [[Territories]] as one's own. | ||
− | The [[Civilization series]] and other grand strategy games such as [[Axis & Allies]], [[Risk]], the [[Europa Universalis series|Europa Universalis]], [[Hearts of Iron series|Hearts of Iron]], and [[Victoria series]], all let players expand their domains by taking over other players' [[Territories]]. All but [[Axis & Allies]], [[Risk]], and the [[Hearts of Iron series]] also the colonization of "wilderness" areas. | + | The [[Civilization (video game) series|Civilization series]] and other grand strategy games such as [[Axis & Allies]], [[Risk]], the [[Europa Universalis series|Europa Universalis]], [[Hearts of Iron series|Hearts of Iron]], and [[Victoria series]], all let players expand their domains by taking over other players' [[Territories]]. All but [[Axis & Allies]], [[Risk]], and the [[Hearts of Iron series]] also the colonization of "wilderness" areas. |
Having control over the steadily decreasing numbers of [[Territories]] in [[Greed Corp]] is vital for winning the game. | Having control over the steadily decreasing numbers of [[Territories]] in [[Greed Corp]] is vital for winning the game. |
Revision as of 13:58, 19 April 2011
Pieces of game worlds that are owned by agents of those worlds.
Games with game worlds can have struggles over these worlds as part of their gameplay. This divides the game worlds into Territories owned by different players, possibly separated by wilderness, which become resources in the competitions or rivalries between them.
Contents
Examples
Go is probably the oldest game that concerns claiming Territories as one's own.
The Civilization series and other grand strategy games such as Axis & Allies, Risk, the Europa Universalis, Hearts of Iron, and Victoria series, all let players expand their domains by taking over other players' Territories. All but Axis & Allies, Risk, and the Hearts of Iron series also the colonization of "wilderness" areas.
Having control over the steadily decreasing numbers of Territories in Greed Corp is vital for winning the game.
The gameplay in Enemy Territory: Quake Wars, Return to Castle Wolfenstein: Enemy Territory, and in many cases the Battlefield series and Team Fortress series, can be described as team battles over Territories.
Many Real-Time Strategy Games such as the Command & Conquer, Starcraft, and Warcraft series, do not use Territories even if the core gameplay in these games revolve around controlling access to resources in the game worlds.
Using the pattern
The presence of Territories imply that Ownership can change and that players can have Gain Ownership goals.
Resource Locations Resource Generators
How to Gain Ownership Investments
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
Karl Bergström