Scores
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
deathmatch Quake series
ticks Battlefield series
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
--- to add to --- Predictable Winner Character Levels
--- new ---
Varying Turn Orders Lives Player Elimination Death Consequences Parties Races Ghosts Meta Games Meta Servers Resources End State Scoring
Can Instantiate
Collecting, Continuous Goals, Dynamic Alliances, Game State Overview, High Score Lists, Investments, Progress Indicators, Replayability, Stimulated Planning, Tension, Tied Results, Trans-Game Information
Can Modulate
Back-to-Back Game Sessions, Gain Ownership, King of the Hill, Multiplayer Games, Single-Player Games, Role Reversal, Tournaments
Can Be Instantiated By
-
Handicap Systems together with Meta Games
Can Be Modulated By
Combos, Extra-Game Consequences, Gameplay Statistics, Game State Indicators, Handicap Systems, Pick-Ups, Score Tracks, Secret Scoring Mechanisms, Tiebreakers
Possible Closure Effects
-
Potentially Conflicting With
Diegetic Consistency, Save Points, Save-Load Cycles, Thematic Consistency
History
An updated version of the pattern Score 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
-