Difference between revisions of "King of the Hill"
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== Relations == | == Relations == | ||
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− | |||
Modulated by: [[Alignment]], [[Lives]], [[Guard]] | Modulated by: [[Alignment]], [[Lives]], [[Guard]] | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Balancing Effects]], | [[Balancing Effects]], | ||
+ | [[Conflicts]], | ||
[[Continuous Goals]], | [[Continuous Goals]], | ||
+ | [[Competition]], | ||
[[Interferable Goals]], | [[Interferable Goals]], | ||
[[Symmetric Goals]], | [[Symmetric Goals]], | ||
− | [[Tension]] | + | [[Temporary Alliances]], |
+ | [[Tension]], | ||
+ | [[Role Reversal]] | ||
=== Can Modulate === | === Can Modulate === |
Revision as of 12:42, 18 October 2022
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Example: Some game variants of Battlefield 1942 have positions on the maps that when held for a certain period of time depletes "ticks" from the other team.
Example: The board game Junta lets the president control how foreign aid money is distributed to the players. This position, although dangerous, is often sought for by all players since the ownership of money is the prerequisite for winning the game.
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Modulated by: Alignment, Lives, Guard
Can Instantiate
Balancing Effects, Conflicts, Continuous Goals, Competition, Interferable Goals, Symmetric Goals, Temporary Alliances, Tension, Role Reversal
Can Modulate
-
Can Be Instantiated By
Non-Player Characters together with Enemies
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern King of the Hill 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
-