Difference between revisions of "Territories"
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=== Examples === | === Examples === | ||
+ | The [[Civilization series]] and other grand strategy games such as the [[Europa Universalis series|Europa Universalis]], [[Hearts of Iron series|Hearts of Iron]], and [[Victoria series]], all let players expand their domains by taking over other players' [[Territories]] or colonizing "wilderness" areas. | ||
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+ | Having control over the steadily decreasing numbers of [[Territories]] in [[Greed Corps]] is vital for winning the game. | ||
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+ | The gameplay in [[Quake Wars: Enemy Territories]], [[Return to Castle Wolfenstein: Enemy Territory]], and in many cases the [[Battlefield series]] and [[Team Fortress series]], can be described as team battles over [[Territories]]. | ||
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== Using the pattern == | == Using the pattern == | ||
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+ | [[Game Worlds]] | ||
+ | [[Levels]] | ||
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+ | [[Ownership]] | ||
+ | [[Gain Ownership]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 21:13, 18 April 2011
Pieces of game worlds that are owned by players or agents of those worlds.
This pattern is a still a stub.
Contents
Examples
The Civilization series and other grand strategy games such as the Europa Universalis, Hearts of Iron, and Victoria series, all let players expand their domains by taking over other players' Territories or colonizing "wilderness" areas.
Having control over the steadily decreasing numbers of Territories in Greed Corps is vital for winning the game.
The gameplay in Quake Wars: Enemy Territories, Return to Castle Wolfenstein: Enemy Territory, and in many cases the Battlefield series and Team Fortress series, can be described as team battles over Territories.
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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