Difference between revisions of "Connection"

From gdp3
Jump to: navigation, search
(Using the pattern)
Line 16: Line 16:
  
 
== Using the pattern ==
 
== 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 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.
  
 
=== Can Modulate ===
 
=== Can Modulate ===
Line 22: Line 22:
 
[[Herd]],  
 
[[Herd]],  
  
 
[[Game Element Insertion]],
 
[[Movement]]
 
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Alignment]],
 
[[Enclosure]],
 
[[Traverse]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
Line 36: Line 30:
  
 
== Consequences ==
 
== Consequences ==
[[Connection]] goals are a form of [[Configuration]] goal. The actions required to succeed with [[Connection]] goals make themselves into [[Progress Indicators]].  
+
[[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 ==

Revision as of 20:02, 9 August 2016

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.

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.

Can Modulate

Eliminate, Herd,


Can Be Instantiated By

Can Instantiate

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.

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, Traverse

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

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

-