Difference between revisions of "Gain Ownership"
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== Relations == | == Relations == | ||
+ | [[Left 4 Dead series]] | ||
+ | [[Tension]] | ||
+ | [[Units]] | ||
+ | [[Combos]] | ||
+ | [[Enemies]] | ||
+ | [[Predetermined Story Structures]] | ||
+ | [[Factions]] | ||
+ | [[Internal Rivalry]] | ||
+ | [[Capture]] | ||
+ | [[Construction]] | ||
+ | [[MacGuffins]] | ||
+ | [[Quests]] | ||
+ | [[Vehicles]] | ||
+ | [[Sets]] | ||
+ | [[Props]] | ||
+ | [[Tools]] | ||
+ | [[Game Items]] | ||
+ | [[Equipment]] | ||
+ | [[Transferable Items]] | ||
+ | [[Territories]] | ||
+ | [[Pick-Ups]] | ||
+ | [[Controllers]] | ||
+ | [[Clues]] | ||
+ | [[Strategic Locations]] | ||
+ | [[Privileged Abilities]] | ||
+ | [[Improved Abilities]] | ||
+ | [[Gain Competence]] | ||
+ | [[New Abilities]] | ||
+ | [[Area Control]] | ||
+ | [[Conditional Passageways]] | ||
+ | [[Red Herrings]] | ||
+ | [[Evade]] | ||
+ | [[Game Element Trading]] | ||
+ | [[Expansion]] | ||
+ | [[Eliminate]] | ||
+ | [[Bases]] | ||
+ | [[Resource Locations]] | ||
+ | [[Renewable Resources]] | ||
+ | [[Check Points]] | ||
+ | [[Connection]] | ||
+ | [[Configuration]] | ||
+ | [[Enclosure]] | ||
+ | [[Conceal]] | ||
+ | |||
+ | Instantiates: Conflict, Emotional Immersion, Transfer of Control, Gain Information, Gain Competence, Collection, Betting, Area Control | ||
+ | |||
+ | Modulates: Delivery, Resource Management, Configuration, Stealth, Enemies, King of the Hill, Ownership | ||
+ | |||
+ | Instantiated by: Capture, Overcome, Construction, Strategic Locations, Ability Losses, Contact, Indirect Control | ||
+ | |||
+ | Modulated by: Goal Points, Bidding, Resource Generators, Trading, Enclosure, Strategic Locations, Renewable Resources, Betting, Clues, Tools, Pick-Ups, Resource Locations, Score, New Abilities, Improved Abilities, Controllers, Chargers | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 14:25, 6 April 2018
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Left 4 Dead series Tension Units Combos Enemies Predetermined Story Structures Factions Internal Rivalry Capture Construction MacGuffins Quests Vehicles Sets Props Tools Game Items Equipment Transferable Items Territories Pick-Ups Controllers Clues Strategic Locations Privileged Abilities Improved Abilities Gain Competence New Abilities Area Control Conditional Passageways Red Herrings Evade Game Element Trading Expansion Eliminate Bases Resource Locations Renewable Resources Check Points Connection Configuration Enclosure Conceal
Instantiates: Conflict, Emotional Immersion, Transfer of Control, Gain Information, Gain Competence, Collection, Betting, Area Control
Modulates: Delivery, Resource Management, Configuration, Stealth, Enemies, King of the Hill, Ownership
Instantiated by: Capture, Overcome, Construction, Strategic Locations, Ability Losses, Contact, Indirect Control
Modulated by: Goal Points, Bidding, Resource Generators, Trading, Enclosure, Strategic Locations, Renewable Resources, Betting, Clues, Tools, Pick-Ups, Resource Locations, Score, New Abilities, Improved Abilities, Controllers, Chargers
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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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 Gain Ownership 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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