Difference between revisions of "Eliminate"
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[[Game Element Removal]], | [[Game Element Removal]], | ||
[[Higher-Level Closures as Gameplay Progresses]], | [[Higher-Level Closures as Gameplay Progresses]], | ||
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[[Penalties]], | [[Penalties]], | ||
[[Player Elimination]], | [[Player Elimination]], | ||
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==== with [[Agents]] ==== | ==== with [[Agents]] ==== | ||
[[Enemies]] | [[Enemies]] | ||
+ | |||
+ | ==== with [[Symmetric Goals]] ==== | ||
+ | [[Last Man Standing]] | ||
==== with [[Territories]] ==== | ==== with [[Territories]] ==== |
Revision as of 18:13, 29 July 2015
The goal of removing game elements from gameplay.
This pattern is a still a stub.
Contents
Examples
Example: In Backgammon, a single opponent's piece is removed from play when taken, but the piece can be brought back to the game later.
Example: Counter-Strike series differs from many first-person shooters in that players who are killed are eliminated for the remainder of the match.
Example: The single-player puzzle game Peg Solitaire consists of eliminating all game elements from the game board save one.
Using the pattern
Can Modulate
Can Be Instantiated By
Boss Monsters, Consumers, Destructible Objects, Enemies, Safe Havens, Traps, Units
Choke Points together with Enemies or Obstacles
Inaccessible Areas together with Enemies
Tools together with Multiplayer Games
Can Be Modulated By
Achilles' Heels, Bidding, Consumers, Contact, Damage, Evade, Factions, Loot, MacGuffins, Survive
Potentially Conflicting With
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Eliminate goals give rise to Conflict and typically Combat. It leads to attempts of Game Element Removal and/or Capture, and potentially Player Elimination and Early Elimination.
If Eliminate goals are at focus for discernible period of gameplay time, they can define Extermination phases while if players are given Symmetric Goals to Eliminate each other Last Man Standing situations occur.
Can Instantiate
Aim & Shoot, Higher-Level Closures as Gameplay Progresses, Penalties, Preventing Goals, Quests
with Agents
with Territories
Relations
Can Instantiate
Aim & Shoot, Capture, Combat, Conflict, Early Elimination, Extermination, Game Element Removal, Higher-Level Closures as Gameplay Progresses, Penalties, Player Elimination, Preventing Goals, Quests
with Agents
with Symmetric Goals
with Territories
Can Modulate
Can Be Instantiated By
Boss Monsters, Consumers, Destructible Objects, Enemies, Safe Havens, Traps, Units
Choke Points together with Enemies or Obstacles
Inaccessible Areas together with Enemies
Tools together with Multiplayer Games
Can Be Modulated By
Achilles' Heels, Bidding, Consumers, Contact, Damage, Evade, Factions, Loot, MacGuffins, Survive
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Eliminate 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
-