Difference between revisions of "Scores"
(→Relations) |
|||
Line 42: | Line 42: | ||
== Using the pattern == | == Using the pattern == | ||
+ | === Can Be Instantiated By === | ||
+ | [[Character Levels]], | ||
+ | [[Death Consequences]] | ||
+ | |||
+ | [[Collections]] together with [[Resources]] | ||
+ | |||
+ | [[Handicap Systems]] together with [[Meta Games]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Combos]], | ||
+ | [[End State Scoring]], | ||
+ | [[Extra-Game Consequences]], | ||
+ | [[Gameplay Statistics]], | ||
+ | [[Game State Indicators]], | ||
+ | [[Handicap Systems]], | ||
+ | [[Pick-Ups]], | ||
+ | [[Score Tracks]], | ||
+ | [[Secret Scoring Mechanisms]], | ||
+ | [[Tiebreakers]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 50: | Line 69: | ||
== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Collecting]], | ||
+ | [[Continuous Goals]], | ||
+ | [[Dynamic Alliances]], | ||
+ | [[Game State Overview]], | ||
+ | [[High Score Lists]], | ||
+ | [[Investments]], | ||
+ | [[Player Elimination]], | ||
+ | [[Predictable Winner]], | ||
+ | [[Progress Indicators]], | ||
+ | [[Races]], | ||
+ | [[Replayability]], | ||
+ | [[Stimulated Planning]], | ||
+ | [[Tension]], | ||
+ | [[Tied Results]], | ||
+ | [[Trans-Game Information]] | ||
+ | |||
+ | ==== with [[Resources]] ==== | ||
+ | [[Tiebreakers]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Back-to-Back Game Sessions]], | ||
+ | [[Death Consequences]], | ||
+ | [[Gain Ownership]], | ||
+ | [[King of the Hill]], | ||
+ | [[Lives]], | ||
+ | [[Multiplayer Games]], | ||
+ | [[Single-Player Games]], | ||
+ | [[Role Reversal]], | ||
+ | [[Tournaments]] | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Diegetic Consistency]], | ||
+ | [[Save Points]], | ||
+ | [[Save-Load Cycles]], | ||
+ | [[Thematic Consistency]] | ||
== Relations == | == Relations == | ||
+ | [[Resources]] | ||
+ | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Collecting]], | [[Collecting]], |
Revision as of 21:11, 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
Can Be Instantiated By
Character Levels, Death Consequences
Collections together with Resources
Handicap Systems together with Meta Games
Can Be Modulated By
Combos, End State Scoring, Extra-Game Consequences, Gameplay Statistics, Game State Indicators, Handicap Systems, Pick-Ups, Score Tracks, Secret Scoring Mechanisms, Tiebreakers
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Collecting, Continuous Goals, Dynamic Alliances, Game State Overview, High Score Lists, Investments, Player Elimination, Predictable Winner, Progress Indicators, Races, Replayability, Stimulated Planning, Tension, Tied Results, Trans-Game Information
with Resources
Can Modulate
Back-to-Back Game Sessions, Death Consequences, Gain Ownership, King of the Hill, Lives, Multiplayer Games, Single-Player Games, Role Reversal, Tournaments
Potentially Conflicting With
Diegetic Consistency, Save Points, Save-Load Cycles, Thematic Consistency
Relations
Can Instantiate
Collecting, Continuous Goals, Dynamic Alliances, Game State Overview, High Score Lists, Investments, Player Elimination, Predictable Winner, Progress Indicators, Races, Replayability, Stimulated Planning, Tension, Tied Results, Trans-Game Information
with Resources
Can Modulate
Back-to-Back Game Sessions, Death Consequences, Gain Ownership, King of the Hill, Lives, Multiplayer Games, Single-Player Games, Role Reversal, Tournaments
Can Be Instantiated By
Character Levels, Death Consequences
Collections together with Resources
Handicap Systems together with Meta Games
Can Be Modulated By
Combos, End State Scoring, Extra-Game Consequences, Gameplay Statistics, Game State Indicators, Handicap Systems, Pick-Ups, Score Tracks, Secret Scoring Mechanisms, Tiebreakers
Possible Closure Effects
-
Potentially Conflicting With
Diegetic Consistency, Save Points, Save-Load Cycles, Thematic Consistency
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
-