Connection

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The goal of linking or spatially positioning game elements to each other so that they have a physical relation.

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.

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.

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.

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Instantiates: Configuration

Instantiated by: Enclosure

Alignment Capture Progress Indicators

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 Connection 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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