Difference between revisions of "Scores"
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ticks | ticks | ||
[[Battlefield series]] | [[Battlefield series]] | ||
+ | |||
+ | [[Staries]] | ||
+ | |||
+ | [[Candy Crush Saga]] | ||
== Using the pattern == | == Using the pattern == | ||
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== Relations == | == Relations == | ||
− | |||
--- to add to --- | --- to add to --- | ||
[[Predictable Winner]] | [[Predictable Winner]] | ||
+ | [[Character Levels]] | ||
--- new --- | --- new --- | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
[[Handicap Systems]] | [[Handicap Systems]] | ||
[[Balancing Effects]] | [[Balancing Effects]] | ||
Line 91: | Line 88: | ||
[[High Score Lists]], | [[High Score Lists]], | ||
[[Replayability]], | [[Replayability]], | ||
+ | [[Stimulated Planning]], | ||
[[Tension]] | [[Tension]] | ||
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=== Can Modulate === | === Can Modulate === | ||
− | + | [[Multiplayer Games]] | |
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Combos]], | [[Combos]], | ||
+ | [[Extra-Game Consequences]], | ||
+ | [[Gameplay Statistics]], | ||
+ | [[Game State Indicators]], | ||
[[Secret Scoring Mechanisms]] | [[Secret Scoring Mechanisms]] | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Diegetic Consistency]] | |
== History == | == History == |
Revision as of 20:53, 18 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
deathmatch Quake series
ticks Battlefield series
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
--- to add to --- Predictable Winner Character Levels
--- new --- Handicap Systems Balancing Effects Pick-Ups Thematic Consistency Score Tracks Back-to-Back Game Sessions Varying Turn Orders Lives Player Elimination Death Consequences Parties Races Ghosts Meta Games Meta Servers Resources End State Scoring
--- old --- Continuous Goals, Trans-Game Information, Investments, Dynamic Alliances, Tied Results, Progress Indicators, Game State Overview, Collecting
Modulates: Role Reversal, Gain Ownership, Single-Player Games, King of the Hill, Tournaments
Modulated by: Tiebreakers
Can Instantiate
High Score Lists, Replayability, Stimulated Planning, Tension
with ...
Can Modulate
Can Be Instantiated By
-
Can Be Modulated By
Combos, Extra-Game Consequences, Gameplay Statistics, Game State Indicators, Secret Scoring Mechanisms
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Score 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
-