Difference between revisions of "Gain Ownership"
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This pattern is a still a stub. | This pattern is a still a stub. | ||
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+ | This is simply the goal to gain the ownership of a game element. | ||
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+ | The goal of controlling a game element, either by possessing it or by controlling the use of it, is common to many games. The ownership may be a reason in itself (as for example controlling space in Go or controlling Flag points in Battlefield 1942), may be a requirement for completing a higher-Level goal, or may simply make it easier to complete various types of actions or goals. | ||
=== Examples === | === Examples === | ||
+ | Example: Weapons, ammunition, and power-ups are all examples of objectives for Gain Ownership goals in first-person shooters such as Quake, Unreal Tournament, or Return to Castle Wolfenstein. | ||
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+ | Example: Othello (also called Reversi) has the goal of gaining ownership of a majority of the game pieces, and every turn in the game involves changes in ownership. | ||
==== Anti-Examples ==== | ==== Anti-Examples ==== |
Revision as of 14:25, 6 April 2018
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
This is simply the goal to gain the ownership of a game element.
The goal of controlling a game element, either by possessing it or by controlling the use of it, is common to many games. The ownership may be a reason in itself (as for example controlling space in Go or controlling Flag points in Battlefield 1942), may be a requirement for completing a higher-Level goal, or may simply make it easier to complete various types of actions or goals.
Contents
Examples
Example: Weapons, ammunition, and power-ups are all examples of objectives for Gain Ownership goals in first-person shooters such as Quake, Unreal Tournament, or Return to Castle Wolfenstein.
Example: Othello (also called Reversi) has the goal of gaining ownership of a majority of the game pieces, and every turn in the game involves changes in ownership.
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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