Difference between revisions of "Configuration"
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Revision as of 16:07, 9 August 2016
The goal of forming a spatial, temporal, or logical arrangement of game elements.
Providing goals which consist of arranging game elements according to some predefine rule are a common use of game elements in games where the game elements can be moved. These goals make players try to form a Configuration of the available game elements.
Contents
Examples
Example: The card game Illuminati uses Configuration for control groups, which can be spatially arranged to draw benefit of similarities in alignment and maximize the use of control arrows.
Example: Zendo, an abstract game where the winning condition is to guess a Gonfiguration.
Example: Poker, where winning rounds consists of having the rarest set of a set of predetermined Configurations.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Selectable Sets of Goals, Collection Modulates: Symmetry
Instantiated by: Connection,
Modulated by: Rhythm-Based Actions, Timing, Gain Ownership, Imperfect Information
Rhythm-Based Actions Combos Alignment Capture Puzzle Solving Hovering Closures
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Configuration 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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