Configuration
The goal of forming a spatial, temporal, or logical arrangement of game elements.
Providing goals which consist of arranging game elements according to some predefine rule are a common use of game elements in games where the game elements can be moved. These goals make players try to form a Configuration of the available game elements.
Contents
Examples
The card game Illuminati uses Configuration for control groups, which can be spatially arranged to draw benefit of similarities in alignment and maximize the use of control arrows. A more abstract example is Poker and Texas Hold'em, where winning rounds consists of having the rarest set of a set of predetermined Configurations.
Zendo is an abstract game where the winning condition is to guess a Configuration decided by a player.
Using the pattern
Can Modulate
Can Be Instantiated By
Alignment, Collection, Combos, Connection, Enclosure Puzzle Solving, Rhythm-Based Actions Selectable Sets of Goals
Can Be Modulated By
Gain Ownership, Imperfect Information, Timing
Consequences
Can Instantiate
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Alignment, Collection, Combos, Connection, Enclosure Puzzle Solving, Rhythm-Based Actions Selectable Sets of Goals
Can Be Modulated By
Gain Ownership, Imperfect Information, Timing
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Configuration 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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