Difference between revisions of "Eliminate"

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(Can Be Modulated By)
(Relations)
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== Relations ==
 
== Relations ==
Instantiates: [[Combat]], [[Last Man Standing]], [[Higher-Level Closures as Gameplay Progresses]]
+
Instantiates: [[Combat]],  
 +
 
 
Modulates: [[Units]]
 
Modulates: [[Units]]
  
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Conflict]],  
 
[[Conflict]],  
 +
[[Higher-Level Closures as Gameplay Progresses]],
 +
[[Last Man Standing]],
 
[[Penalties]],  
 
[[Penalties]],  
 
[[Preventing Goals]],  
 
[[Preventing Goals]],  

Revision as of 15:30, 27 July 2015

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

This pattern is a still a stub.

Examples

Example: In Backgammon, a single opponent's piece is removed from play when taken, but the piece can be brought back to the game later.

Example: Counter-Strike differs from many first-person shooters in that players who are killed are eliminated for the remainder of the match.

Example: The single-player puzzle game Peg Solitaire consists of eliminating all game elements from the game board save one.


Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Instantiates: Combat,

Modulates: Units

Agents Avatars Units Algorithmic Agents Enemies Multiplayer Games Factions Internal Rivalry Aim & Shoot Single-Player Games Capture Safe Havens MacGuffins Quests Loot Tools Destructible Objects Territories Traps Obstacles Inaccessible Areas Boss Monsters Choke Points Player Elimination Early Elimination Combat Damage Invulnerabilities Achilles' Heels Moveable Tiles Can You See Me Now? Excluding Goals Extermination

Can Instantiate

Conflict, Higher-Level Closures as Gameplay Progresses, Last Man Standing, Penalties, Preventing Goals,

Can Modulate

Resource Generators,

Can Be Instantiated By

Consumers

Can Be Modulated By

Bidding, Consumers, Contact, Evade, Survive

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Eliminate 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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