Connection

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The goal to form a relationship between game elements through proximity or by a common link to a fixture in the game world or a third game element.

Examples

In Hex the Connection is made by placing pieces on a hexagonal board in such a way that there is an unbroken sequence of hexes next to each other from the target side to the goal side. The gameplay in TwixT is slightly different as the played pieces are not directly next to each other but placed in "knights move" apart and connected by a line which may not be in Connection with the opposing player's lines.

Chasing games, such as Tag, are probably the best known children's games employing Connection as a basic goal.

Using the pattern

Can Modulate

Eliminate, Herd,


Game Element Insertion, Movement

Can Be Instantiated By

Alignment, Enclosure, Traverse

Can Instantiate

Connection goals can be made to fulfill Area Control or Capture goals, which in turn may lead to succeeding with Gain Ownership goals. If players have to choose which game element to connect to, or several players have a Race to be the first to connect to a game element, Connection goals create Incompatible Goals.

Consequences

Connection goals are a form of Configuration goal. The actions required to succeed with Connection goals make themselves into Progress Indicators.

Relations

Can Instantiate

Area Control, Capture, Configuration, Gain Ownership, Incompatible Goals, Progress Indicators, Races

Can Modulate

Eliminate, Game Element Insertion, Herd, Movement

Can Be Instantiated By

Alignment, Enclosure, Traverse

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

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History

An updated merger of the patterns Connection and Contact that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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