King of the Hill

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Revision as of 12:40, 18 October 2022 by Staffan Björk (Talk | contribs) (Relations)

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

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: Conflicts, Competition, Temporary Alliances, Role Reversal

Modulated by: Alignment, Lives, Guard

Avatars Balancing Effects

Can Instantiate

Continuous Goals, Interferable Goals, Symmetric Goals, Tension

with ...

Can Modulate

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Can Be Instantiated By

Gain Ownership

Non-Player Characters together with Enemies

Can Be Modulated By

Damage, Scores, Time Limits

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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