Last Man Standing
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Chess Go Diplomacy ? King of Tokyo
Counter-Strike series Magic: The Gathering Hearthstone
Using the pattern
Last Man Standing requires that players can Eliminate each other in game instances or particular phases of gameplay. Player Elimination or Multiplayer Games together with Lives is one design solution for the former while making nearly any type of goals for players into Incompatible Goals vis-à-vis all other players work for the latter.
Last Man Standing can be modulated by Surrendering, and game designer may want to support the Possibility of Graceful Surrender.
Consequences
Can Instantiate
Collections, Competition, Conflicts, Early Elimination, Endgame, Higher-Level Closures as Gameplay Progresses, Overcome, Survive, Symmetric Goals, Temporary Alliances, Tournaments, Winning by Ending Gameplay
Relations
Can Instantiate
Collections, Competition, Conflicts, Early Elimination, Endgame, Higher-Level Closures as Gameplay Progresses, Overcome, Survive, Symmetric Goals, Temporary Alliances, Tournaments, Winning by Ending Gameplay
Can Modulate
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Can Be Instantiated By
Eliminate, Incompatible Goals, Player Elimination
Multiplayer Games together with Lives
Can Be Modulated By
Possibility of Graceful Surrender, Surrendering
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Last Man Standing 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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