Difference between revisions of "Overcome"
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[[Last Man Standing]] moves the focus on [[Overcome]] goals from personally having to be the one to [[Overcome]] all targets to being the one that removes the last target. Variants for completing [[Overcome]] goals include [[Area Control]] (e.g., [[Go]] and [[Hnefatafl]]) or [[Capture]] (e.g., [[Chess]]). | [[Last Man Standing]] moves the focus on [[Overcome]] goals from personally having to be the one to [[Overcome]] all targets to being the one that removes the last target. Variants for completing [[Overcome]] goals include [[Area Control]] (e.g., [[Go]] and [[Hnefatafl]]) or [[Capture]] (e.g., [[Chess]]). | ||
+ | From a pure gameplay perspective the diegetic reasons for why the [[Overcome]] goals should be completed may not be as important as the how and what questions related to it. However, [[Overcome]] goals can naturally arise or be created from [[Rescue]] and [[Loyalty]] goals as well as be an easy option for complicating [[Deliver]] goals (i.e., there are agents in the game trying to [[Overcome]] those with a [[Deliver]] goal). | ||
=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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[[Rhythm-Based Actions]], | [[Rhythm-Based Actions]], | ||
[[Trick Taking]] | [[Trick Taking]] | ||
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=== Narration Aspects === | === Narration Aspects === | ||
[[Narration Structures]] are often created to provide narrative and thematic reason to motivate the [[Overcome]] goals to players, and exist implicitly when the [[Overcome]] goals are [[Mandatory Goals]]. | [[Narration Structures]] are often created to provide narrative and thematic reason to motivate the [[Overcome]] goals to players, and exist implicitly when the [[Overcome]] goals are [[Mandatory Goals]]. | ||
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+ | Games with [[Overcome]] goals often make use of the goals many times through the provided gameplay. By making the [[Overcome]] goals more difficult over time these goals can help support [[Higher-Level Closures as Gameplay Progresses]]. | ||
== Consequences == | == Consequences == |
Revision as of 14:25, 25 August 2022
The goal of defeating an opposing force.
This pattern is a still a stub.
he opposing force in Overcome can be other players or other kinds of enemies provided by the game system.
Contents
Examples
Example: Fighting games, such as Soul Calibur and Tekken, are almost purely about overcoming the opponent by performing a series of successful attacks the opponent is unable to dodge or block.
Example: Chess uses the Overcome pattern through a combination of eliminating the other player's pieces and skillful positioning of one's own pieces.
Anti-Examples
optional
Using the pattern
Central to designing Overcome is deciding upon what should be Overcome and how. Enemies, Boss Monsters, and Factions are all common targets of Overcome goals while having Eliminate subgoals is an obvious solution to consider for how Overcome goals can be completed. Tournaments divides single Overcome goals with many opponents into many Overcome goals with fewer opponents in each while Last Man Standing moves the focus on Overcome goals from personally having to be the one to Overcome all targets to being the one that removes the last target. Variants for completing Overcome goals include Area Control (e.g., Go and Hnefatafl) or Capture (e.g., Chess).
From a pure gameplay perspective the diegetic reasons for why the Overcome goals should be completed may not be as important as the how and what questions related to it. However, Overcome goals can naturally arise or be created from Rescue and Loyalty goals as well as be an easy option for complicating Deliver goals (i.e., there are agents in the game trying to Overcome those with a Deliver goal).
Can Modulate
Can Be Instantiated By
Rhythm-Based Actions, Trick Taking
Overcome can be modified in several ways. The existence of Evade goals may make the need to complete Overcome goals unnecessary, Tiebreakers may make it impossible for Overcome goals not to resolved into either successes or failures, and Internal Rivalry may make otherwise allies into Enemies and may also restrict how conflicts can occur compared to other agents in a game. Timing can force players to have to try to complete Overcome goals at particular instances of time during gameplay and Achilles' Heels can provide ways to make Overcome goals either much easier or make otherwise impossible ones possible.
Negotiation goals can be seen as Excluding Goals to Overcome since a successful Negotiation is equally satisfactory to all involved parts.
Narration Aspects
Narration Structures are often created to provide narrative and thematic reason to motivate the Overcome goals to players, and exist implicitly when the Overcome goals are Mandatory Goals.
Games with Overcome goals often make use of the goals many times through the provided gameplay. By making the Overcome goals more difficult over time these goals can help support Higher-Level Closures as Gameplay Progresses.
Consequences
Competition and Conflict typically occurs whenever the opposing force in an Overcome goal has agency, and this also likely to cause Engrossment and Tension. Since the opposing forces of Overcome goals typically can oppose the goals by overcoming those with the goals, Overcome goals typically are Symmetric Goals which are also Excluding Goals to each other. The natural thematic representation of Overcome goals is as some form of Combat which means that this patterns typically arises from the existence of Overcome goals. The aftermath of completed Overcome goals can typically have consequences related to Transfer of Control (and thereby Gain Ownership) and Player Elimination.
Skill is often involved in some form to success with Overcome goals and whenever this occurs these types of goals encourage the development of Gameplay Mastery.
The existence of related Overcome and Evade goals encourage Tactical Planning by all that have these goals.
Relations
Can Instantiate
Combat, Competition, Conflict, Engrossment, Excluding Goals, Gain Ownership, Gameplay Mastery, Narration Structures, Player Elimination, Symmetric Goals, Tension, Transfer of Control
with Evade
Can Modulate
Deliver, Higher-Level Closures as Gameplay Progresses
Can Be Instantiated By
Area Control, Capture, Boss Monsters, Eliminate, Enemies, Factions, Last Man Standing, Loyalty, Rescue, Rhythm-Based Actions, Tournaments, Trick Taking
Can Be Modulated By
Achilles' Heels, Evade, Internal Rivalry, Mandatory Goals, Narration Structures, Tiebreakers, Timing
Possible Closure Effects
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Potentially Conflicting With
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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