Difference between revisions of "Connection"
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Revision as of 16:07, 9 August 2016
The goal of linking or spatially positioning game elements to each other so that they have a physical relation.
Connection is the goal to form a relationship between game elements through proximity or by a common link to a fixture in the game world or a third game element. Board games using Connection are Hex by Piet Hein and TwixT by Alex Randolph where in both cases the main goal is to connect the opposing sides of the board with an unbroken line of pieces.
Contents
Examples
Example: In Hex the Connection is made by placing pieces on a hexagonal board in such a way that there is an unbroken sequence of hexes next to each other from the target side to the goal side.
Example: The gameplay in TwixT is slightly different as the played pieces are not directly next to each other but placed in "knights move" apart and connected by a line which may not be in Contact with the opposing player's lines.
The goal of having two or more elements have physical contact with each other. This is the goal to make one game element touch or occupy the same place as another game element. The goal is very common as it is typically used to indicate the success of goal to Eliminate, Gain Ownership or Gain Information. Taking the power pills in Pac-Man, capturing pieces in Chess, picking up items in adventure games, crossing the end line in a racing game, hitting an opponent in a fighting game, and shooting an enemy in a first-person shooter can all be seen as examples of fulfilling the Contact goal.
Example: Chasing games, such as Tag, are probably the best known games employing Contact as a basic goal.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Incompatible Goals, Gain Ownership, Area Control
Modulates: Herd, Capture, Eliminate
Instantiated by: Traverse
Instantiates: Configuration
Alignment Capture Progress Indicators
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 merger of the patterns Connection and Contact 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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