Difference between revisions of "Connection"

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[[Category:Goal Patterns]]
 
[[Category:Goal Patterns]]
 
[[Category:Mechanical Patterns]]
 
[[Category:Mechanical Patterns]]
[[Category:Needs work]]
 
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
[[Category:Stub]]
 
 
[[Category:To be Published]]
 
[[Category:To be Published]]
[[Category:Staffan's current workpage]]
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''The goal to form a relationship between game elements through proximity or by a common link to a fixture in the game world or a third game element.''
''The goal of linking or spatially positioning game elements to each other so that they have a physical relation.''
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Connection is the goal to form a relationship between game elements through proximity or by a common link to a fixture in the game world or a third game element. Board games using Connection are Hex by Piet Hein and TwixT by Alex Randolph where in both cases the main goal is to connect the opposing sides of the board with an unbroken line of pieces.
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Many games make goals based on having certain game elements be in direct or indirect contact with other game elements. Such goals are [[Connection]] goals.
  
 
=== Examples ===
 
=== Examples ===
Example: In Hex the Connection is made by placing pieces on a hexagonal board in such a way that there is an unbroken sequence of hexes next to each other from the target side to the goal side.
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In [[Hex]] the [[Connection]] is made by placing pieces on a hexagonal board in such a way that there is an unbroken sequence of hexes next to each other from the target side to the goal side. The gameplay in [[TwixT]] is slightly different as the played pieces are not directly next to each other but placed in "knights move" apart and connected by a line which may not be in [[Connection]] with the opposing player's lines.
  
Example: The gameplay in TwixT is slightly different as the played pieces are not directly next to each other but placed in "knights move" apart and connected by a line which may not be in Contact with the opposing player's lines.
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Chasing games, such as [[Tag]], are probably the best known children's games employing [[Connection]] as a basic goal.
 
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The goal of having two or more elements have physical contact with each other.
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This is the goal to make one game element touch or occupy the same place as another game element. The goal is very common as it is typically used to indicate the success of goal to Eliminate, Gain Ownership or Gain Information. Taking the power pills in Pac-Man, capturing pieces in Chess, picking up items in adventure games, crossing the end line in a racing game, hitting an opponent in a fighting game, and shooting an enemy in a first-person shooter can all be seen as examples of fulfilling the Contact goal.
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Example: Chasing games, such as Tag, are probably the best known games employing Contact as a basic goal.
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== Using the pattern ==
 
== Using the pattern ==
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Creating [[Connection]] goals require decisions regarding which game elements need to have connection with what other game elements or parts of the [[Game Worlds|Game World]]. [[Alignment]] and [[Enclosure]] are more specific types of [[Connection]] goals while [[Traverse]] goals can result in [[Connection]] goals being met if they relate to the same game elements. Another aspect of designing [[Connection]] goals is deciding what happens when the goal is met. One common effect is to [[Eliminate]] what is connected. Another, more uncommon, is to transfer momentum to make [[Herd]] goals possible to succeed with.
  
=== Diegetic Aspects ===
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[[Connection]] goals can be made to fulfill [[Area Control]] or [[Capture]] goals, which in turn may lead to succeeding with [[Gain Ownership]] goals. If players have to choose which game element to connect to, or several players have a [[Races|Race]] to be the first to connect to a game element, [[Connection]] goals create [[Incompatible Goals]]. [[Connection]] can also be the basis for [[King of the Hill]] goals.
 
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=== Interface Aspects ===
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=== Narration Aspects ===
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== Consequences ==
 
== Consequences ==
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[[Connection]] goals are a form of [[Configuration]] goal. The actions required to succeed with [[Connection]] goals make themselves into [[Progress Indicators]]. The presence of [[Connection]] goals in a game influences how [[Game Element Insertion]] or [[Movement]] of the related game elements are done.
  
 
== Relations ==
 
== Relations ==
 
[[Alignment]]
 
[[Capture]]
 
[[Progress Indicators]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Area Control]],  
 
[[Area Control]],  
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[[Capture]],
 
[[Configuration]],  
 
[[Configuration]],  
 
[[Gain Ownership]],  
 
[[Gain Ownership]],  
[[Incompatible Goals]]  
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[[Incompatible Goals]],
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[[Progress Indicators]],
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[[Races]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Alignment]],
 
[[Enclosure]],  
 
[[Enclosure]],  
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[[King of the Hill]],
 
[[Traverse]]
 
[[Traverse]]
  

Latest revision as of 09:51, 1 December 2022

The goal to form a relationship between game elements through proximity or by a common link to a fixture in the game world or a third game element.

Many games make goals based on having certain game elements be in direct or indirect contact with other game elements. Such goals are Connection goals.

Examples

In Hex the Connection is made by placing pieces on a hexagonal board in such a way that there is an unbroken sequence of hexes next to each other from the target side to the goal side. The gameplay in TwixT is slightly different as the played pieces are not directly next to each other but placed in "knights move" apart and connected by a line which may not be in Connection with the opposing player's lines.

Chasing games, such as Tag, are probably the best known children's games employing Connection as a basic goal.

Using the pattern

Creating Connection goals require decisions regarding which game elements need to have connection with what other game elements or parts of the Game World. Alignment and Enclosure are more specific types of Connection goals while Traverse goals can result in Connection goals being met if they relate to the same game elements. Another aspect of designing Connection goals is deciding what happens when the goal is met. One common effect is to Eliminate what is connected. Another, more uncommon, is to transfer momentum to make Herd goals possible to succeed with.

Connection goals can be made to fulfill Area Control or Capture goals, which in turn may lead to succeeding with Gain Ownership goals. If players have to choose which game element to connect to, or several players have a Race to be the first to connect to a game element, Connection goals create Incompatible Goals. Connection can also be the basis for King of the Hill goals.

Consequences

Connection goals are a form of Configuration goal. The actions required to succeed with Connection goals make themselves into Progress Indicators. The presence of Connection goals in a game influences how Game Element Insertion or Movement of the related game elements are done.

Relations

Can Instantiate

Area Control, Capture, Configuration, Gain Ownership, Incompatible Goals, Progress Indicators, Races

Can Modulate

Eliminate, Game Element Insertion, Herd, Movement

Can Be Instantiated By

Alignment, Enclosure, King of the Hill, Traverse

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

An updated merger of the patterns Connection and Contact that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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