Difference between revisions of "Overcome"

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(Relations)
(Relations)
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Modulated by: Achilles' Heels, Timing, Rhythm-Based Actions, Dexterity-Based Actions, Negotiation, Puzzle Solving, Luck, Orthogonal Unit Differentiation, Tiebreakers, Memorizing, Immersion
 
Modulated by: Achilles' Heels, Timing, Rhythm-Based Actions, Dexterity-Based Actions, Negotiation, Puzzle Solving, Luck, Orthogonal Unit Differentiation, Tiebreakers, Memorizing, Immersion
  
[[Rhythm-Based Actions]]
 
 
[[Left 4 Dead series]]
 
[[Left 4 Dead series]]
[[Higher-Level Closures as Gameplay Progresses]]
 
[[Tension]]
 
[[Characters]]
 
[[Tactical Planning]]
 
[[Enemies]]
 
[[Factions]]
 
[[Internal Rivalry]]
 
[[Loyalty]]
 
[[Capture]]
 
[[Boss Monsters]]
 
[[Strongholds]]
 
[[Player Elimination]]
 
[[Area Control]]
 
[[Combat]]
 
[[Achilles' Heels]]
 
[[Trick Taking]]
 
[[Traverse]]
 
[[PvP]]
 
[[Evade]]
 
[[Narration Structures]]
 
[[Excluding Goals]]
 
[[Last Man Standing]]
 
[[Tiebreakers]]
 
[[Gameplay Mastery]]
 
[[Symmetric Goals]]
 
[[Gain Ownership]]
 
[[Deliver]]
 
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
-
+
[[Combat]],
 +
[[Excluding Goals]],
 +
[[Gain Ownership]],
 +
[[Gameplay Mastery]],
 +
[[Narration Structures]],
 +
[[Symmetric Goals]],
 +
[[Tension]]
  
==== with ... ====
+
==== with [[Evade]] ====
 +
[[Tactical Planning]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Deliver]],
 +
[[Higher-Level Closures as Gameplay Progresses]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
-
+
[[Area Control]],
 +
[[Capture]],
 +
[[Boss Monsters]],
 +
[[Enemies]],
 +
[[Factions]],
 +
[[Last Man Standing]],
 +
[[Loyalty]],
 +
[[Rhythm-Based Actions]],
 +
[[Trick Taking]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Achilles' Heels]],
 +
[[Evade]],
 +
[[Internal Rivalry]],
 +
[[Narration Structures]],
 +
[[Tiebreakers]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 09:03, 10 August 2022

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Instantiates: Conflict, Competition, Gain Ownership, Capture, Tension, Game Mastery, Excluding Goals, Symmetric Goals, Tournaments, Transfer of Control

Modulates: Delivery, Rescue, Higher-Level Closures as Gameplay Progresses, Player Elimination

Instantiated by: Last Man Standing, Tournaments, Enemies, Boss Monsters, Area Control

Modulated by: Achilles' Heels, Timing, Rhythm-Based Actions, Dexterity-Based Actions, Negotiation, Puzzle Solving, Luck, Orthogonal Unit Differentiation, Tiebreakers, Memorizing, Immersion

Left 4 Dead series

Can Instantiate

Combat, Excluding Goals, Gain Ownership, Gameplay Mastery, Narration Structures, Symmetric Goals, Tension

with Evade

Tactical Planning

Can Modulate

Deliver, Higher-Level Closures as Gameplay Progresses

Can Be Instantiated By

Area Control, Capture, Boss Monsters, Enemies, Factions, Last Man Standing, Loyalty, Rhythm-Based Actions, Trick Taking

Can Be Modulated By

Achilles' Heels, Evade, Internal Rivalry, Narration Structures, Tiebreakers

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Overcome 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

-