Difference between revisions of "Gain Ownership"
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Betting]], | [[Betting]], | ||
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[[Tension]], | [[Tension]], | ||
[[Transfer of Control]] | [[Transfer of Control]] | ||
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Configuration]], | ||
[[Delivery]], | [[Delivery]], | ||
[[King of the Hill]], | [[King of the Hill]], | ||
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[[Units]], | [[Units]], | ||
[[Vehicles]] | [[Vehicles]] | ||
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+ | [[Capture]] together with [[Transfer of Control]] | ||
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+ | [[Check Points]] together with [[Area Control]] | ||
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+ | [[Gain Competence]] together with [[Tools]] | ||
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+ | [[Improved Abilities]] together with [[Controllers]], [[Equipment]], [[Sets]], [[Tools]], or [[Vehicles]] | ||
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+ | [[New Abilities]] together with [[Tools]] | ||
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+ | [[Predetermined Story Structures]] together with [[Clues]] | ||
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+ | [[Territories]] together with [[Area Control]], [[Eliminate]], [[Investments]], or [[Transfer of Control]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 09:33, 8 April 2022
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
Can Instantiate
Betting, Collection, Conceal, Conflict, Emotional Engrossment, Expansion, Gain Information, Quests, Tension, Transfer of Control
Can Modulate
Configuration, Delivery, King of the Hill, Ownership, Resource Management, Stealth,
Can Be Instantiated By
Ability Losses, Area Control, Bases, Conditional Passageways, Connection, Contact, Controllers, Enemies, Equipment, Factions, Game Items, Indirect Control, MacGuffins, Overcome, Pick-Ups, Props, Resource Locations, Sets, Strategic Locations, Tools, Transferable Items, Units, Vehicles
Capture together with Transfer of Control
Check Points together with Area Control
Gain Competence together with Tools
Improved Abilities together with Controllers, Equipment, Sets, Tools, or Vehicles
New Abilities together with Tools
Predetermined Story Structures together with Clues
Territories together with Area Control, Eliminate, Investments, or Transfer of Control
Can Be Modulated By
Betting, Bidding, Enclosure, Game Element Trading, Chargers, Goal Points, Internal Rivalry, Red Herrings, Renewable Resources, Resource Generators, Score
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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