Scores
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
--- new --- High Score Lists Massively Single-Player Online Games Tension Replayability Avatars Combos Turn Taking Gameplay Statistics Game State Indicators Stimulated Planning Multiplayer Games Extra-Game Consequences Power-Ups Diegetic Consistency Handicap Systems Balancing Effects Pick-Ups Thematic Consistency Score Tracks Back-to-Back Game Sessions Varying Turn Orders Lives Player Elimination Death Consequences Parties Races Ghosts Meta Games Meta Servers Resources End State Scoring
--- old --- Continuous Goals, Stimulated Planning, Trans-Game Information, Investments, Dynamic Alliances, Tied Results, Replayability, Extra-Game Consequences, Progress Indicators, Game State Overview, Collecting
Modulates: Role Reversal, Player Elimination, Gain Ownership, Single-Player Games, King of the Hill, Tournaments
Modulated by: Tiebreakers
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
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Score 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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