Overcome
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Conflict, Competition, Gain Ownership, Capture, Tension, Game Mastery, Excluding Goals, Symmetric Goals, Tournaments, Transfer of Control
Modulates: Delivery, Rescue, Higher-Level Closures as Gameplay Progresses, Player Elimination
Instantiated by: Last Man Standing, Tournaments, Enemies, Boss Monsters, Area Control
Modulated by: Achilles' Heels, Timing, Rhythm-Based Actions, Dexterity-Based Actions, Negotiation, Puzzle Solving, Luck, Orthogonal Unit Differentiation, Tiebreakers, Memorizing, Immersion
Can Instantiate
-
with ...
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Overcome 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
-