Difference between revisions of "Eliminate"

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[[MacGuffins]]
 
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[[Tools]] together with [[Multiplayer Games]]
 
 
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[[Traps]]
 
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==== with [[Agents]] ====
 
==== with [[Agents]] ====
 
[[Enemies]]
 
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[[Gain Ownership]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Inaccessible Areas]] together with [[Enemies]]
 
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[[Tools]] together with [[Multiplayer Games]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 08:38, 29 July 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Example: In Backgammon, a single opponent's piece is removed from play when taken, but the piece can be brought back to the game later.

Example: Counter-Strike differs from many first-person shooters in that players who are killed are eliminated for the remainder of the match.

Example: The single-player puzzle game Peg Solitaire consists of eliminating all game elements from the game board save one.


Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

examples Can You See Me Now?

Relations

Multiplayer Games Factions Internal Rivalry Aim & Shoot Single-Player Games Capture Safe Havens MacGuffins

Traps

Can Instantiate

Combat, Conflict, Early Elimination, Extermination, Game Element Removal, Higher-Level Closures as Gameplay Progresses, Last Man Standing, Penalties, Player Elimination, Preventing Goals, Quests

with Agents

Enemies

with Territories

Gain Ownership

Can Modulate

Avatars, Resource Generators

Can Be Instantiated By

Boss Monsters, Consumers, Destructible Objects, Enemies, Units

Choke Points together with Enemies or Obstacles

Inaccessible Areas together with Enemies

Tools together with Multiplayer Games

Can Be Modulated By

Achilles' Heels, Bidding, Consumers, Contact, Damage, Evade, Loot, Survive

Possible Closure Effects

-

Potentially Conflicting With

Invulnerabilities

History

An updated version of the pattern Eliminate 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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