King of the Hill
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Example: Some game variants of Battlefield 1942 have positions on the maps that when held for a certain period of time depletes "ticks" from the other team.
Example: The board game Junta lets the president control how foreign aid money is distributed to the players. This position, although dangerous, is often sought for by all players since the ownership of money is the prerequisite for winning the game.
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Conflict, Competition, Dynamic Alliances, Role Reversal
Modulated by: Alignment, Team Play, Lives, Guard
Time Limits Tension Avatars Non-Player Characters Balancing Effects Damage Scores Continuous Goals Interferable Goals Symmetric Goals Gain Ownership
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
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern King of the Hill 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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