Eliminate

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Revision as of 18:19, 29 July 2015 by Staffan Björk (Talk | contribs) (Consequences)

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The goal of removing game elements from gameplay.

This pattern is a still a stub.

Examples

Can You See Me Now?

Chess and Stratego

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 series 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

Can Modulate

Avatars, Resource Generators

Can Be Instantiated By

Boss Monsters, Consumers, Destructible Objects, Enemies, Safe Havens, Traps, Units

Choke Points together with Enemies or Obstacles

Inaccessible Areas together with Enemies

Tools together with Multiplayer Games

Can Be Modulated By

Achilles' Heels, Bidding, Consumers, Contact, Damage, Evade, Factions, Loot, MacGuffins, Survive

Potentially Conflicting With

Invulnerabilities


Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Eliminate goals give rise to Conflict and typically Combat. It leads to attempts of Game Element Removal and/or Capture, and potentially Player Elimination and Early Elimination.

If Eliminate goals are at focus for discernible period of gameplay time, they can define Extermination phases while if players are given Symmetric Goals to Eliminate each other Last Man Standing situations occur.

Player targets of Eliminate goals run the risk of getting Penalties if the goal are completed, and for this reason Eliminate tends to generate Preventing Goals for those targets.

Can Instantiate

Aim & Shoot,

with Agents

Enemies

with Territories

Gain Ownership

Eliminate goals can be given to players to provide them with Quests.

Relations

Can Instantiate

Aim & Shoot, Capture, Combat, Conflict, Early Elimination, Extermination, Game Element Removal, Higher-Level Closures as Gameplay Progresses, Penalties, Player Elimination, Preventing Goals, Quests

with Agents

Enemies

with Symmetric Goals

Last Man Standing

with Territories

Gain Ownership

Can Modulate

Avatars, Resource Generators

Can Be Instantiated By

Boss Monsters, Consumers, Destructible Objects, Enemies, Safe Havens, Traps, Units

Choke Points together with Enemies or Obstacles

Inaccessible Areas together with Enemies

Tools together with Multiplayer Games

Can Be Modulated By

Achilles' Heels, Bidding, Consumers, Contact, Damage, Evade, Factions, Loot, MacGuffins, Survive

Possible Closure Effects

-

Potentially Conflicting With

Invulnerabilities

History

An updated version of the pattern Eliminate 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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