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
Rhythm-Based Actions Left 4 Dead series Higher-Level Closures as Gameplay Progresses Tension Characters Tactical Planning Enemies Factions Internal Rivalry Loyalty Capture Boss Monsters Strongholds Player Elimination Area Control Combat Achilles' Heels Trick Taking Traverse PvP Evade Narration Structures Excluding Goals Last Man Standing Tiebreakers Gameplay Mastery Symmetric Goals Gain Ownership Deliver
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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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
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