Overcome
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
Instantiates: Conflict, Competition, Gain Ownership, Capture, Tension, Game Mastery, Excluding Goals, Symmetric Goals, Tournaments, Transfer of Control
Modulates: Delivery, Rescue, Higher-Level Closures as Gameplay Progresses, Player Elimination
Instantiated by: Last Man Standing, Tournaments, Enemies, Boss Monsters, Area Control
Modulated by: Achilles' Heels, Timing, Rhythm-Based Actions, Dexterity-Based Actions, Negotiation, Puzzle Solving, Luck, Orthogonal Unit Differentiation, Tiebreakers, Memorizing, Immersion
Can Instantiate
Combat, Excluding Goals, Gain Ownership, Gameplay Mastery, Narration Structures, Symmetric Goals, Tension
with Evade
Can Modulate
Deliver, Higher-Level Closures as Gameplay Progresses
Can Be Instantiated By
Area Control, Capture, Boss Monsters, Enemies, Factions, Last Man Standing, Loyalty, Rhythm-Based Actions, Trick Taking
Can Be Modulated By
Achilles' Heels, Evade, Internal Rivalry, Narration Structures, Tiebreakers
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Overcome 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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