Scores

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Revision as of 20:46, 18 January 2015 by Staffan Björk (Talk | contribs) (Examples)

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

This pattern is a still a stub.

Examples

Left 4 Dead series

Egizia

Race for the Galaxy

Ticket to Ride

Settlers of Catan

Carcarsonne

Chess

Go

Pachessi

deathmatch Quake series

ticks Battlefield series

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Staries

--- new --- High Score Lists Massively Single-Player Online Games Tension Replayability Avatars Combos Turn Taking Gameplay Statistics Game State Indicators Stimulated Planning Multiplayer Games Extra-Game Consequences Power-Ups Diegetic Consistency Handicap Systems Balancing Effects Pick-Ups Thematic Consistency Score Tracks Back-to-Back Game Sessions Varying Turn Orders Lives Player Elimination Death Consequences Parties Races Ghosts Meta Games Meta Servers Resources End State Scoring

--- old --- Continuous Goals, Trans-Game Information, Investments, Dynamic Alliances, Tied Results, Progress Indicators, Game State Overview, Collecting

Modulates: Role Reversal, Gain Ownership, Single-Player Games, King of the Hill, Tournaments

Modulated by: Tiebreakers

Save Points, Save-Load Cycles

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

Secret Scoring Mechanisms

Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Score 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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