Difference between revisions of "Overcome"
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== Relations == | == Relations == | ||
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+ | Instantiates: Conflict, Competition, Gain Ownership, Capture, Tension, Game Mastery, Excluding Goals, Symmetric Goals, Tournaments, Transfer of Control | ||
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+ | Modulates: Delivery, Rescue, Higher-Level Closures as Gameplay Progresses, Player Elimination | ||
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+ | Instantiated by: Last Man Standing, Tournaments, Enemies, Boss Monsters, Area Control | ||
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+ | Modulated by: Achilles' Heels, Timing, Rhythm-Based Actions, Dexterity-Based Actions, Negotiation, Puzzle Solving, Luck, Orthogonal Unit Differentiation, Tiebreakers, Memorizing, Immersion | ||
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=== Can Instantiate === | === Can Instantiate === |
Revision as of 08:52, 10 August 2022
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
Instantiates: Conflict, Competition, Gain Ownership, Capture, Tension, Game Mastery, Excluding Goals, Symmetric Goals, Tournaments, Transfer of Control
Modulates: Delivery, Rescue, Higher-Level Closures as Gameplay Progresses, Player Elimination
Instantiated by: Last Man Standing, Tournaments, Enemies, Boss Monsters, Area Control
Modulated by: Achilles' Heels, Timing, Rhythm-Based Actions, Dexterity-Based Actions, Negotiation, Puzzle Solving, Luck, Orthogonal Unit Differentiation, Tiebreakers, Memorizing, Immersion
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 Overcome 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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