Overcome

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

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

Left 4 Dead series

Can Instantiate

Combat, Excluding Goals, Gain Ownership, Gameplay Mastery, Narration Structures, Symmetric Goals, Tension

with Evade

Tactical Planning

Can Modulate

Deliver, Higher-Level Closures as Gameplay Progresses

Can Be Instantiated By

Area Control, Capture, Boss Monsters, Enemies, Factions, Last Man Standing, Loyalty, Rhythm-Based Actions, Trick Taking

Can Be Modulated By

Achilles' Heels, Evade, Internal Rivalry, Narration Structures, Tiebreakers

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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