Difference between revisions of "Connection"

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[[Category:To be Published]]
 
[[Category:To be Published]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''The goal of linking or spatially positioning game elements to each other so that they have a physical relation.''
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''The goal to form a relationship between game elements through proximity or by a common link to a fixture in the game world or a third game element.''
 
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Connection is the goal to form a relationship between game elements through proximity or by a common link to a fixture in the game world or a third game element. Board games using Connection are Hex by Piet Hein and TwixT by Alex Randolph where in both cases the main goal is to connect the opposing sides of the board with an unbroken line of pieces.
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=== Examples ===
 
=== Examples ===
Example: In Hex the Connection is made by placing pieces on a hexagonal board in such a way that there is an unbroken sequence of hexes next to each other from the target side to the goal side.
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In [[Hex]] the [[Connection]] is made by placing pieces on a hexagonal board in such a way that there is an unbroken sequence of hexes next to each other from the target side to the goal side. The gameplay in [[TwixT]] is slightly different as the played pieces are not directly next to each other but placed in "knights move" apart and connected by a line which may not be in [[Connection]] with the opposing player's lines.
  
Example: The gameplay in TwixT is slightly different as the played pieces are not directly next to each other but placed in "knights move" apart and connected by a line which may not be in Contact with the opposing player's lines.
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Chasing games, such as [[Tag]], are probably the best known children's games employing [[Connection]] as a basic goal.
 
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The goal of having two or more elements have physical contact with each other.
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This is the goal to make one game element touch or occupy the same place as another game element. The goal is very common as it is typically used to indicate the success of goal to Eliminate, Gain Ownership or Gain Information. Taking the power pills in Pac-Man, capturing pieces in Chess, picking up items in adventure games, crossing the end line in a racing game, hitting an opponent in a fighting game, and shooting an enemy in a first-person shooter can all be seen as examples of fulfilling the Contact goal.
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Example: Chasing games, such as Tag, are probably the best known games employing Contact as a basic goal.
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== Using the pattern ==
 
== Using the pattern ==
  
=== Diegetic Aspects ===
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=== Can Modulate ===
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[[Eliminate]],
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[[Game Element Insertion]],
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[[Herd]],
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[[Movement]]
  
=== Interface Aspects ===
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=== Can Be Instantiated By ===
 
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[[Alignment]],
=== Narration Aspects ===
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[[Enclosure]],
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[[Traverse]]
  
 
== Consequences ==
 
== Consequences ==
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=== Can Instantiate ===
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[[Area Control]],
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[[Capture]],
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[[Configuration]],
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[[Gain Ownership]],
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[[Incompatible Goals]],
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[[Progress Indicators]]
  
 
== Relations ==
 
== Relations ==
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[[Eliminate]]
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Area Control]],  
 
[[Area Control]],  

Revision as of 18:19, 9 August 2016

The goal to form a relationship between game elements through proximity or by a common link to a fixture in the game world or a third game element.

Examples

In Hex the Connection is made by placing pieces on a hexagonal board in such a way that there is an unbroken sequence of hexes next to each other from the target side to the goal side. The gameplay in TwixT is slightly different as the played pieces are not directly next to each other but placed in "knights move" apart and connected by a line which may not be in Connection with the opposing player's lines.

Chasing games, such as Tag, are probably the best known children's games employing Connection as a basic goal.

Using the pattern

Can Modulate

Eliminate, Game Element Insertion, Herd, Movement

Can Be Instantiated By

Alignment, Enclosure, Traverse

Consequences

Can Instantiate

Area Control, Capture, Configuration, Gain Ownership, Incompatible Goals, Progress Indicators

Relations

Eliminate

Can Instantiate

Area Control, Capture, Configuration, Gain Ownership, Incompatible Goals, Progress Indicators

Can Modulate

Eliminate, Game Element Insertion, Herd, Movement

Can Be Instantiated By

Alignment, Enclosure, Traverse

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 merger of the patterns Connection and Contact 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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