Difference between revisions of "Eliminate"

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(Using the pattern)
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[[Eliminate]] goals requires a target or targets to destroy as well as means to do so. While simply [[Units]], [[Enemies]], or [[Boss Monsters]] might be designated as the targets, the use of [[Choke Points]] or [[Inaccessible Areas]] together with [[Enemies]] can make fulfilling the goal a necessity rather than a voluntary choice (for [[Choke Points]], [[Obstacles]] can work instead of [[Enemies]] since their mere presence can hinder players). By there definition [[Destructible Objects]] invite players to [[Eliminate]] them since it is possible to do so. Struggle over [[Tools]] in [[Multiplayer Games]] can make other players into targets as well. That [[Enemies]] provide [[Loot]] or carry [[MacGuffins]] can make players more intent towards fulfilling [[Eliminate]] goals as well as being the reason why the [[Enemies]] are seen as [[Enemies]]. Given [[Units]] goals to [[Eliminate]] game elements important to players of course also makes them into [[Enemies]] and targets of [[Eliminate]] goals.  
 
[[Eliminate]] goals requires a target or targets to destroy as well as means to do so. While simply [[Units]], [[Enemies]], or [[Boss Monsters]] might be designated as the targets, the use of [[Choke Points]] or [[Inaccessible Areas]] together with [[Enemies]] can make fulfilling the goal a necessity rather than a voluntary choice (for [[Choke Points]], [[Obstacles]] can work instead of [[Enemies]] since their mere presence can hinder players). By there definition [[Destructible Objects]] invite players to [[Eliminate]] them since it is possible to do so. Struggle over [[Tools]] in [[Multiplayer Games]] can make other players into targets as well. That [[Enemies]] provide [[Loot]] or carry [[MacGuffins]] can make players more intent towards fulfilling [[Eliminate]] goals as well as being the reason why the [[Enemies]] are seen as [[Enemies]]. Given [[Units]] goals to [[Eliminate]] game elements important to players of course also makes them into [[Enemies]] and targets of [[Eliminate]] goals.  
  
[[Aim & Shoot]] is a common solution to provide players with actions to succeed with [[Eliminate]] goals. [[Traps]] are less common but can encourage [[Stimulated Planning]].  
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[[Aim & Shoot]] is a common solution to provide players with actions to succeed with [[Eliminate]] goals. [[Traps]] are less common but can encourage [[Stimulated Planning]]. [[Contact]] is another option, as is [[Consumers]]. [[Bidding]] allows for a type of [[Eliminate]] goals that consist of making all others involved give up rather than eliminating them.  
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Resource Generators]]  
 
[[Resource Generators]]  
  
=== Can Be Instantiated By ===
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Many patterns can affect how [[Eliminate]] goals can be solved. First, [[Evade]] and [[Survive]] goals of the targets make the goals more difficult (and are [[Preventing Goals]]). [[Invulnerabilities]] can make the goal impossible to solve but [[Achilles' Heels]] can make this a erroneous perception of players rather than a true fact. The use of [[Damage]] system can make [[Eliminate]] goals require several different successful actions to succeed against opponents, and [[Factions]] can make [[Eliminate]] goals require the elimination of several opponents for the goal to be completed. [[Safe Havens]] makes it only possible to kill the target of [[Eliminate]] goals in certain places.
[[Consumers]],
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Many patterns can affect how [[Eliminate]] goals can be solved. First, [[Evade]] and [[Survive]] goals of the targets make the goals more difficult (and are [[Preventing Goals]]). [[Invulnerabilities]] can make the goal impossible to solve but [[Achilles' Heels]] can make this a erroneous perception of players rather than a true fact. The use of [[Damage]] system can make [[Eliminate]] goals require several different successful actions to succeed against opponents, and [[Factions]] can make [[Eliminate]] goals require the elimination of several opponents for the goal to be completed. [[Safe Havens]] makes it only possible to kill the target of [[Eliminate]] goals in certain places.  
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=== Can Be Modulated By ===
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[[Bidding]],
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[[Consumers]],
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[[Contact]],
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== Consequences ==
 
== Consequences ==

Revision as of 19:06, 29 July 2015

The goal of removing game elements from gameplay.

This pattern is a still a stub.

Examples

Can You See Me Now?

Chess and Stratego

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

Common reasons to introduce Eliminate goals in games include making Agents into Enemies and causing Gain Ownership struggles over Territories. Eliminate goals can also be given to players to provide them with Quests.

Eliminate goals requires a target or targets to destroy as well as means to do so. While simply Units, Enemies, or Boss Monsters might be designated as the targets, the use of Choke Points or Inaccessible Areas together with Enemies can make fulfilling the goal a necessity rather than a voluntary choice (for Choke Points, Obstacles can work instead of Enemies since their mere presence can hinder players). By there definition Destructible Objects invite players to Eliminate them since it is possible to do so. Struggle over Tools in Multiplayer Games can make other players into targets as well. That Enemies provide Loot or carry MacGuffins can make players more intent towards fulfilling Eliminate goals as well as being the reason why the Enemies are seen as Enemies. Given Units goals to Eliminate game elements important to players of course also makes them into Enemies and targets of Eliminate goals.

Aim & Shoot is a common solution to provide players with actions to succeed with Eliminate goals. Traps are less common but can encourage Stimulated Planning. Contact is another option, as is Consumers. Bidding allows for a type of Eliminate goals that consist of making all others involved give up rather than eliminating them.

Can Modulate

Avatars, Resource Generators

Many patterns can affect how Eliminate goals can be solved. First, Evade and Survive goals of the targets make the goals more difficult (and are Preventing Goals). Invulnerabilities can make the goal impossible to solve but Achilles' Heels can make this a erroneous perception of players rather than a true fact. The use of Damage system can make Eliminate goals require several different successful actions to succeed against opponents, and Factions can make Eliminate goals require the elimination of several opponents for the goal to be completed. Safe Havens makes it only possible to kill the target of Eliminate goals in certain places.

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.

Player targets of Eliminate goals run the risk of getting Penalties if the goal are completed, and for this reason Eliminate tends to generate Preventing Goals for those targets.

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.

Relations

Can Instantiate

Capture, Combat, Conflict, Early Elimination, Extermination, Game Element Removal, Penalties, Player Elimination, Preventing Goals, Quests

with Agents

Enemies

with Symmetric Goals

Last Man Standing

with Territories

Gain Ownership

Can Modulate

Avatars, Resource Generators, Units

Can Be Instantiated By

Aim & Shoot, Boss Monsters, Consumers, Destructible Objects, Enemies, 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, Safe Havens, Survive

Possible Closure Effects

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Potentially Conflicting With

Invulnerabilities

History

An updated version of the pattern Eliminate that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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