Eliminate
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Example: In Backgammon, a single opponent's piece is removed from play when taken, but the piece can be brought back to the game later.
Example: Counter-Strike differs from many first-person shooters in that players who are killed are eliminated for the remainder of the match.
Example: The single-player puzzle game Peg Solitaire consists of eliminating all game elements from the game board save one.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Conflict, Combat, Penalties, Last Man Standing, Preventing Goals, Higher-Level Closures as Gameplay Progresses Modulates: Resource Generators, Units Instantiated by: Consumers Modulated by: Bidding, Consumers, Contact, Survive, Evade
Agents Avatars Units Algorithmic Agents Enemies Multiplayer Games Factions Internal Rivalry Aim & Shoot Single-Player Games Capture Safe Havens MacGuffins Quests Loot Tools Destructible Objects Territories Traps Obstacles Inaccessible Areas Boss Monsters Choke Points Player Elimination Early Elimination Combat Damage Invulnerabilities Achilles' Heels Moveable Tiles Can You See Me Now? Excluding Goals Extermination
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 Eliminate 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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