King of the Hill
Reaching and keeping a sought for game state that other players are trying to reach and keep.
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.
Using the pattern
Can Be Modulated By
King of the Hill goals are defined by several agents or players all having the same goal but only one can start satisfy their goal at any time and others can "take over" so they instead satisfy their goal. Actually completing the goal typically requires one agent or player to do so for a certain amount of time or turns, which means that these goals typically are modulated by Time Limits.
While King of the Hill goals are typically envisioned as many players competing against each other, it can also be created by having Non-Player Characters that are Enemies through having the same King of the Hill goal as a single player. Tower Defense Games such as Plants vs. Zombies can be interpreted as having a special kind of King of the Hill goal where gameplay continues until the player loses control of the "hill".
This means that defining a King of the Hill goal consist of creating a goal which is an Interferable, Incompatible Goal. and Continuous Goal. The Guard goal is the basis for the archetypical goal of King of the Hill but other options of goals to start with is Gain Ownership, Alignment, Enclosure, or Connection.
Consequences
The interferable nature of King of the Hill goals make those that have them also have Preventing Goals to others' King of the Hill goals.
. The start of the competition between players with King of the Hill goals usual have no player holding the game state, but one way of giving Handicap is to let one player start with the desired state. The typical winning condition of King of the Hill goals is determined by comparing Scores but Lives can also be used, especially if all players except one runs out of them.
Can Instantiate
Balancing Effects, Conflicts, Competition, Symmetric Goals, Temporary Alliances, Tension, Role Reversal
Relations
Can Instantiate
Balancing Effects, Conflicts, Continuous Goals, Competition, Incompatible Goals, Interferable Goals, Symmetric Goals, Temporary Alliances, Tension, Role Reversal
Can Modulate
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Can Be Instantiated By
Alignment, Connection, Gain Ownership, Enclosure, Guard
Non-Player Characters together with Enemies
Can Be Modulated By
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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