Difference between revisions of "Scores"
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== Relations == | == Relations == | ||
+ | [[Staries]] | ||
+ | |||
--- new --- | --- new --- | ||
[[High Score Lists]] | [[High Score Lists]] | ||
− | |||
[[Massively Single-Player Online Games]] | [[Massively Single-Player Online Games]] | ||
[[Tension]] | [[Tension]] | ||
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--- old --- | --- old --- | ||
− | [[Continuous Goals | + | [[Continuous Goals]], [[Status Indicators]], [[Stimulated Planning]], [[Trans-Game Information]], [[Investments]], [[Dynamic Alliances]], [[Tied Results]], [[Replayability]], [[Extra-Game Consequences]], [[Progress Indicators]], [[Game State Overview]], [[Collecting]] |
Modulates: [[Role Reversal]], [[Player Elimination]], [[Turn Taking]], [[Gain Ownership]], [[Single-Player Games]], [[King of the Hill]], [[Tournaments]] | Modulates: [[Role Reversal]], [[Player Elimination]], [[Turn Taking]], [[Gain Ownership]], [[Single-Player Games]], [[King of the Hill]], [[Tournaments]] | ||
− | |||
− | |||
Modulated by: [[Pick-Ups]], [[Handicaps]], [[Tiebreakers]] | Modulated by: [[Pick-Ups]], [[Handicaps]], [[Tiebreakers]] |
Revision as of 11:52, 17 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
[hide]Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
--- new --- High Score Lists Massively Single-Player Online Games Tension Replayability Avatars Combos Turn Taking Gameplay Statistics Game State Indicators Stimulated Planning Multiplayer Games Extra-Game Consequences Power-Ups Diegetic Consistency Handicap Systems Balancing Effects Pick-Ups Thematic Consistency Score Tracks Back-to-Back Game Sessions Varying Turn Orders Lives Player Elimination Death Consequences Parties Races Ghosts Meta Games Meta Servers Resources End State Scoring
--- old --- Continuous Goals, Status Indicators, Stimulated Planning, Trans-Game Information, Investments, Dynamic Alliances, Tied Results, Replayability, Extra-Game Consequences, Progress Indicators, Game State Overview, Collecting
Modulates: Role Reversal, Player Elimination, Turn Taking, Gain Ownership, Single-Player Games, King of the Hill, Tournaments
Modulated by: Pick-Ups, Handicaps, Tiebreakers
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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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 Score that was part of the original collection in the book Patterns in Game Design[1].
References
- Jump up ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-