Difference between revisions of "Eliminate"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
Instantiates: [[Combat]],
 
 
 
[[Multiplayer Games]]
 
[[Multiplayer Games]]
 
[[Factions]]
 
[[Factions]]
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[[Boss Monsters]]
 
[[Boss Monsters]]
 
[[Choke Points]]
 
[[Choke Points]]
[[Player Elimination]]
 
[[Early Elimination]]
 
[[Combat]]
 
[[Damage]]
 
[[Invulnerabilities]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Combat]],
 
[[Conflict]],  
 
[[Conflict]],  
 +
[[Early Elimination]],
 
[[Extermination]],  
 
[[Extermination]],  
 
[[Game Element Removal]],  
 
[[Game Element Removal]],  
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[[Last Man Standing]],  
 
[[Last Man Standing]],  
 
[[Penalties]],  
 
[[Penalties]],  
[[Preventing Goals]],
+
[[Player Elimination]],
 +
[[Preventing Goals]]  
  
 
==== with [[Agents]] ====
 
==== with [[Agents]] ====
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[[Consumers]],  
 
[[Consumers]],  
 
[[Contact]],  
 
[[Contact]],  
 +
[[Damage]],
 
[[Evade]],  
 
[[Evade]],  
 
[[Survive]]
 
[[Survive]]
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
+
[[Invulnerabilities]]
  
 
== History ==
 
== History ==

Revision as of 08:33, 29 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

examples Can You See Me Now?

Relations

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

Can Instantiate

Combat, Conflict, Early Elimination, Extermination, Game Element Removal, Higher-Level Closures as Gameplay Progresses, Last Man Standing, Penalties, Player Elimination, Preventing Goals

with Agents

Enemies

Can Modulate

Avatars, Resource Generators

Can Be Instantiated By

Consumers, Enemies, Units

Can Be Modulated By

Achilles' Heels, Bidding, Consumers, Contact, Damage, Evade, Survive

Possible Closure Effects

-

Potentially Conflicting With

Invulnerabilities

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

-