Difference between revisions of "Configuration"
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== Using the pattern == | == Using the pattern == | ||
− | + | The design of [[Configuration]] goals depend on which game elements should form the [[Configuration]], what spatial relations they should form, and what should happen when one fails or succeeds with the goal. Specific ways of creating [[Configuration]] include [[Alignment]] and [[Enclosure]]. The latter is less specific on the exact spatial arrangement and other [[Configuration]] goals that need little or no spatial arrangement include [[Collection]], [[Combos]], and [[Connection]]. [[Rhythm-Based Actions]] can be used to make the [[Configuration]] completely or much more focused on temporal [[Configuration]] than spatial. | |
− | [[Symmetry]] | + | |
+ | In some cases the challenge with [[Configuration]] is simply placing the game elements, and this can be difficult due to the actions of others, [[Imperfect Information]], or [[Timing]] requirements. In other cases the challenge can have more to do with [[Puzzle Solving]]. [[Configuration]] can easily be designed to support or break [[Symmetry]] regarding the placement of game elements in a game. | ||
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+ | A typical effect of succeeding with [[Configuration]] goals in the [[Capture]] of some game elements. This means that the goal of [[Configuration]] is often affected by the goal to [[Gain Ownership]]. | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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[[Selectable Sets of Goals]] | [[Selectable Sets of Goals]] | ||
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== Consequences == | == Consequences == | ||
− | + | Given that [[Configuration]] uses spatial relations, they often offer [[Hovering Closures]] to players that are beginning to near the completion of the [[Configuration]]. | |
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− | [[Hovering Closures]] | + | |
== Relations == | == Relations == |
Revision as of 08:28, 10 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
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. A more abstract example is Poker and Texas Hold'em, where winning rounds consists of having the rarest set of a set of predetermined Configurations.
Zendo is an abstract game where the winning condition is to guess a Configuration decided by a player.
Using the pattern
The design of Configuration goals depend on which game elements should form the Configuration, what spatial relations they should form, and what should happen when one fails or succeeds with the goal. Specific ways of creating Configuration include Alignment and Enclosure. The latter is less specific on the exact spatial arrangement and other Configuration goals that need little or no spatial arrangement include Collection, Combos, and Connection. Rhythm-Based Actions can be used to make the Configuration completely or much more focused on temporal Configuration than spatial.
In some cases the challenge with Configuration is simply placing the game elements, and this can be difficult due to the actions of others, Imperfect Information, or Timing requirements. In other cases the challenge can have more to do with Puzzle Solving. Configuration can easily be designed to support or break Symmetry regarding the placement of game elements in a game.
A typical effect of succeeding with Configuration goals in the Capture of some game elements. This means that the goal of Configuration is often affected by the goal to Gain Ownership.
Can Be Instantiated By
Consequences
Given that Configuration uses spatial relations, they often offer Hovering Closures to players that are beginning to near the completion of the Configuration.
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Alignment, Collection, Combos, Connection, Enclosure Puzzle Solving, Rhythm-Based Actions Selectable Sets of Goals
Can Be Modulated By
Gain Ownership, Imperfect Information, Timing
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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