Difference between revisions of "Overcome"
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[[Category:To be Published]] | [[Category:To be Published]] | ||
[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] | ||
− | ''The | + | ''The goal of defeating an opposing force.'' |
This pattern is a still a stub. | This pattern is a still a stub. | ||
+ | |||
+ | he opposing force in Overcome can be other players or other kinds of enemies provided by the game system. | ||
=== Examples === | === Examples === | ||
+ | |||
+ | Example: Fighting games, such as Soul Calibur and Tekken, are almost purely about overcoming the opponent by performing a series of successful attacks the opponent is unable to dodge or block. | ||
+ | |||
+ | Example: Chess uses the Overcome pattern through a combination of eliminating the other player's pieces and skillful positioning of one's own pieces. | ||
+ | |||
+ | [[Left 4 Dead series]] | ||
+ | |||
==== Anti-Examples ==== | ==== Anti-Examples ==== | ||
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== Relations == | == Relations == | ||
− | Instantiates: Conflict, Competition | + | Instantiates: Conflict, Competition, Capture, Tournaments, Transfer of Control |
− | Modulates: | + | Modulates: [[Rescue]], [[Player Elimination]] |
− | Instantiated by: | + | Instantiated by: [[Tournaments]] |
− | Modulated by: | + | Modulated by: [[Timing]], [[Dexterity-Based Actions]], [[Negotiation]], [[Puzzle Solving]], [[Luck]], [[Orthogonal Unit Differentiation]], [[Memorizing]], [[Engrossment]] Immersion |
− | + | ||
− | [[ | + | |
=== Can Instantiate === | === Can Instantiate === |
Revision as of 09:06, 10 August 2022
The goal of defeating an opposing force.
This pattern is a still a stub.
he opposing force in Overcome can be other players or other kinds of enemies provided by the game system.
Contents
Examples
Example: Fighting games, such as Soul Calibur and Tekken, are almost purely about overcoming the opponent by performing a series of successful attacks the opponent is unable to dodge or block.
Example: Chess uses the Overcome pattern through a combination of eliminating the other player's pieces and skillful positioning of one's own pieces.
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Conflict, Competition, Capture, Tournaments, Transfer of Control
Modulates: Rescue, Player Elimination
Instantiated by: Tournaments
Modulated by: Timing, Dexterity-Based Actions, Negotiation, Puzzle Solving, Luck, Orthogonal Unit Differentiation, Memorizing, Engrossment Immersion
Can Instantiate
Combat, Excluding Goals, Gain Ownership, Gameplay Mastery, Narration Structures, Symmetric Goals, Tension
with Evade
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
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Potentially Conflicting With
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History
An updated version of the pattern Overcome 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
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