Difference between revisions of "Last Man Standing"
From gdp3
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== Relations == | == Relations == | ||
[[Winning by Ending Gameplay]] | [[Winning by Ending Gameplay]] | ||
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-- | -- | ||
− | [[ | + | |
+ | Instantiates: [[Conflict]], [[Competition]], [[Overcome]], [[Collection]], [[Survive]], [[Symmetric Goals]], [[Interferable Goals]], [[Dynamic Alliances]], [[Tournaments]] | ||
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+ | Instantiated by: [[Eliminate]] | ||
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+ | Modulated by: [[Limited Resources]] | ||
[[Avatars]] | [[Avatars]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Endgame]], | ||
[[Higher-Level Closures as Gameplay Progresses]] | [[Higher-Level Closures as Gameplay Progresses]] | ||
Revision as of 15:34, 27 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Chess Go Diplomacy ? King of Tokyo
Counter-Strike series Magic: The Gathering Hearthstone
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
--
Instantiates: Conflict, Competition, Overcome, Collection, Survive, Symmetric Goals, Interferable Goals, Dynamic Alliances, Tournaments
Instantiated by: Eliminate
Modulated by: Limited Resources
Avatars Multiplayer Games Lives Player Elimination Early Elimination Surrendering Possibility of Graceful Surrender
Can Instantiate
Endgame, Higher-Level Closures as Gameplay Progresses
with ...
Can Modulate
-
Can Be Instantiated By
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Last Man Standing 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
-