Difference between revisions of "Territories"

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[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Stub]]
 
[[Category:Stub]]
''Pieces of game worlds that are owned by players or agents of those worlds.''
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''Pieces of game worlds that are owned by agents of those worlds.''
  
This pattern is a still a stub.
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Games with game worlds can have struggles over these worlds as part of their gameplay. This divides the game worlds into [[Territories]] owned by different players, possibly separated by wilderness, which become resources in the competitions or rivalries between them.
  
 
=== Examples ===
 
=== Examples ===
The [[Civilization series]] and other grand strategy games such as [[Axis & Allies]], [[Risk]], 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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[[Go]] is probably the oldest game that concerns claiming [[Territories]] as one's own.
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The [[Civilization series]] and other grand strategy games such as [[Axis & Allies]], [[Risk]], 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]]. All but [[Axis & Allies]], [[Risk]], and the [[Hearts of Iron series]] also the colonization of "wilderness" areas.
  
 
Having control over the steadily decreasing numbers of [[Territories]] in [[Greed Corp]] is vital for winning the game.
 
Having control over the steadily decreasing numbers of [[Territories]] in [[Greed Corp]] is vital for winning the game.
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The gameplay in [[Enemy Territory: Quake Wars]], [[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]].
 
The gameplay in [[Enemy Territory: Quake Wars]], [[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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Many [[:Category:Real-Time Strategy Games|Real-Time Strategy Games]] such as the [[Command & Conquer series|Command & Conquer]], [[Starcraft series|Starcraft]], and [[Warcraft series]], do ''not'' use [[Territories]] even if the core gameplay in these games revolve around controlling access to resources in the game worlds.
  
 
== Using the pattern ==
 
== Using the pattern ==
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The presence of [[Territories]] imply that [[Ownership]] can change and that players can have [[Gain Ownership]] goals.
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[[Risk/Reward]]
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[[Resource Locations]]
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[[Resource Generators]]
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How to [[Gain Ownership]]
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[[Investments]]
  
 
[[Game Worlds]]
 
[[Game Worlds]]
 
[[Levels]]
 
[[Levels]]
  
[[Ownership]]
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[[Gain Ownership]]
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[[Tiles]]
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[[Abstract Player Constructs]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
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[[Ownership]]
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[[Gain Ownership]]
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Ownership]]
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[[Gain Ownership]]
  
 
==== with ... ====
 
==== with ... ====

Revision as of 13:50, 19 April 2011

Pieces of game worlds that are owned by agents of those worlds.

Games with game worlds can have struggles over these worlds as part of their gameplay. This divides the game worlds into Territories owned by different players, possibly separated by wilderness, which become resources in the competitions or rivalries between them.

Examples

Go is probably the oldest game that concerns claiming Territories as one's own.

The Civilization series and other grand strategy games such as Axis & Allies, Risk, the Europa Universalis, Hearts of Iron, and Victoria series, all let players expand their domains by taking over other players' Territories. All but Axis & Allies, Risk, and the Hearts of Iron series also the colonization of "wilderness" areas.

Having control over the steadily decreasing numbers of Territories in Greed Corp is vital for winning the game.

The gameplay in Enemy Territory: Quake Wars, 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.

Many Real-Time Strategy Games such as the Command & Conquer, Starcraft, and Warcraft series, do not use Territories even if the core gameplay in these games revolve around controlling access to resources in the game worlds.

Using the pattern

The presence of Territories imply that Ownership can change and that players can have Gain Ownership goals.

Risk/Reward

Resource Locations Resource Generators

How to Gain Ownership Investments

Game Worlds Levels


Tiles

Abstract Player Constructs

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Ownership Gain Ownership

Relations

Can Instantiate

Ownership Gain Ownership

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

Karl Bergström