Difference between revisions of "Last Man Standing"
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=== Examples === | === Examples === | ||
− | [[Chess]], [[Go]], [[Diplomacy]], and [[King of Tokyo]] are all examples of [[:Category:Board Games|Board Games]] with gameplay focused upon [[ | + | [[Chess]], [[Go]], [[Diplomacy]], and [[King of Tokyo]] are all examples of [[:Category:Board Games|Board Games]] with gameplay focused upon [[Last Man Standing]]. Likewise, the [[:Category:Card Games|Card Games]] [[Magic: The Gathering]] and [[Hearthstone]] use the pattern. |
Death-match instances in the [[Doom series]] provide a computer-based example. The [[Counter-Strike series]] is this also, but in addition an example of Team-based [[Last Man Standing]] situations, except that it is a weak example since teams can also win by detonating or defusing the bomb. | Death-match instances in the [[Doom series]] provide a computer-based example. The [[Counter-Strike series]] is this also, but in addition an example of Team-based [[Last Man Standing]] situations, except that it is a weak example since teams can also win by detonating or defusing the bomb. |
Revision as of 23:01, 28 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Chess, Go, Diplomacy, and King of Tokyo are all examples of Board Games with gameplay focused upon Last Man Standing. Likewise, the Card Games Magic: The Gathering and Hearthstone use the pattern.
Death-match instances in the Doom series provide a computer-based example. The Counter-Strike series is this also, but in addition an example of Team-based Last Man Standing situations, except that it is a weak example since teams can also win by detonating or defusing the bomb.
Using the pattern
Last Man Standing requires that players can Eliminate each other in game instances or particular phases of gameplay. Player Elimination or Multiplayer Games together with Lives is one design solution for the former while making nearly any type of goals for players into Incompatible Goals vis-à-vis all other players work for the latter. Last Man Standing is a simple structure for creating Tournaments.
Last Man Standing can be modulated by Surrendering, and game designer may want to support the Possibility of Graceful Surrender.
Consequences
The primary effects of Last Man Standing is to create Competition and Conflicts among players as they try to both Survive and Overcome the others. These goals are Symmetric Goals and players may create Temporary Alliances to get local benefits in the Competition between themselves, specifically including engaging in Beat the Leader actions. Players efforts to Eliminate other players can be seen as they trying to create Collections of beaten opponents.
Last Man Standing provides a form of Winning by Ending Gameplay since at least the type of actions that remove other players from the Competition becomes irrelevant for that purpose when their is a sole player left. Since each player removed from the Competition clearly is a closure and points towards the next closure being more important, the pattern supports Higher-Level Closures as Gameplay Progresses. Since players are incrementally excluded from Land Man Standing struggles, the pattern causes Early Elimination among the players. This, and that the pattern causes Winning by Ending Gameplay tends to make gameplay phases with it into Endgame phases.
Relations
Can Instantiate
Beat the Leader, Collections, Competition, Conflicts, Early Elimination, Endgame, Higher-Level Closures as Gameplay Progresses, Overcome, Survive, Symmetric Goals, Temporary Alliances, Tournaments, Winning by Ending Gameplay
Can Modulate
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Can Be Instantiated By
Eliminate, Incompatible Goals, Player Elimination
Multiplayer Games together with Lives
Can Be Modulated By
Possibility of Graceful Surrender, Surrendering
Possible Closure Effects
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Potentially Conflicting With
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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
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