Configuration

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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.

Examples

Example: 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.

Example: Zendo, an abstract game where the winning condition is to guess a Gonfiguration.

Example: Poker, where winning rounds consists of having the rarest set of a set of predetermined Configurations.

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Instantiates: Modulates: Symmetry

Modulated by: Timing, Gain Ownership, Imperfect Information

Can Instantiate

Capture, Hovering Closures

Can Modulate

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Can Be Instantiated By

Alignment, Collection, Combos, Connection, Enclosure Puzzle Solving, Rhythm-Based Actions Selectable Sets of Goals

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 Configuration 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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