Eliminate
The goal of removing game elements from gameplay.
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 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
Common reasons to introduce Eliminate goals in games include making Agents into Enemies and causing Gain Ownership struggles over Territories. Eliminate goals can also be given to players to provide them with Quests.
Eliminate goals requires a target or targets to destroy as well as means to do so. While simply Units, Enemies, or Boss Monsters might be designated as the targets, the use of Choke Points or Inaccessible Areas together with Enemies can make fulfilling the goal a necessity rather than a voluntary choice (for Choke Points, Obstacles can work instead of Enemies since their mere presence can hinder players). By there definition Destructible Objects invite players to Eliminate them since it is possible to do so. Struggle over Tools in Multiplayer Games can make other players into targets as well. That Enemies provide Loot or carry MacGuffins can make players more intent towards fulfilling Eliminate goals as well as being the reason why the Enemies are seen as Enemies. Given Units goals to Eliminate game elements important to players of course also makes them into Enemies and targets of Eliminate goals.
Aim & Shoot is a common solution to provide players with actions to succeed with Eliminate goals. Traps are less common but can encourage Stimulated Planning. Contact is another option, as is Consumers. Bidding allows for a type of Eliminate goals that consist of making all others involved give up rather than eliminating them.
Can Modulate
Many patterns can affect how Eliminate goals can be solved. First, Evade and Survive goals of the targets make the goals more difficult (and are Preventing Goals). Invulnerabilities can make the goal impossible to solve but Achilles' Heels can make this a erroneous perception of players rather than a true fact. The use of Damage system can make Eliminate goals require several different successful actions to succeed against opponents, and Factions can make Eliminate goals require the elimination of several opponents for the goal to be completed. Safe Havens makes it only possible to kill the target of Eliminate goals in certain places.
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.
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.
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.
Relations
Can Instantiate
Capture, Combat, Conflict, Early Elimination, Extermination, Game Element Removal, Penalties, Player Elimination, Preventing Goals, Quests
with Agents
with Symmetric Goals
with Territories
Can Modulate
Avatars, Resource Generators, Units
Can Be Instantiated By
Aim & Shoot, Boss Monsters, Consumers, Destructible Objects, Enemies, 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, Safe Havens, Survive
Possible Closure Effects
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Potentially Conflicting With
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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