Capture

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The elimination or change of ownership of an game element.

This pattern is a still a stub.

Note: While Board Games typically use the term Capture, Real-Time Games instead uses Eliminate. For this pattern collection, Eliminate is seen as a more specific form of Capture due to being a newer form of the same phenomena.

Examples

Using the pattern

custodial capture (e.g. Hnefatafl)

displacement capture (e.g. Chess)

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

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 Capture 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