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
Can Instantiate
Collecting, Continuous Goals, Dynamic Alliances, Game State Overview, High Score Lists, Investments, Player Elimination, Progress Indicators, Races, Replayability, Stimulated Planning, Tension, Tied Results, Trans-Game Information
with Resources
Can Modulate
Back-to-Back Game Sessions, Death Consequences, Gain Ownership, King of the Hill, Lives, Multiplayer Games, Single-Player Games, Role Reversal, Tournaments
Can Be Instantiated By
Collections together with Resources
Handicap Systems together with Meta Games
Can Be Modulated By
Combos, End State Scoring, 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
-