Eliminate

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Revision as of 18:34, 29 July 2015 by Staffan Björk (Talk | contribs) (Using the pattern)

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The goal of removing game elements from gameplay.

This pattern is a still a stub.

Examples

Can You See Me Now?

Chess and Stratego

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 series 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

Common reasons to introduce Eliminate goals in games include making Agents into Enemies and causing Gain Ownership struggles over Territories. Eliminate goals can also be given to players to provide them with Quests.

Eliminate goals requires a target or targets to destroy as well as means to do so. While simply Enemies might be designated as the targets, the use of Choke Points or Inaccessible Areas can make fulfilling the goal a necessity rather than a voluntary choice (for Choke Points, Obstacles can work instead of Enemies since their mere presence can hinder players). Struggle over Tools in Multiplayer Games can make other players into targets as well.

Can Modulate

Avatars, Resource Generators

Can Be Instantiated By

Aim & Shoot, Boss Monsters, Consumers, Destructible Objects, Enemies, Safe Havens, Traps, Units

Many patterns can affect how Eliminate goals can be solved. First, Evade and Survive goals of the targets make the goals more difficult (and are Preventing Goals). Invulnerabilities can make the goal impossible to solve but Achilles' Heels can make this a erroneous perception of players rather than a true fact.

Can Be Modulated By

Bidding, Consumers, Contact, Damage, Factions, Loot, MacGuffins,

Consequences

Eliminate goals give rise to Conflict and typically Combat. It leads to attempts of Game Element Removal and/or Capture, and potentially Player Elimination and Early Elimination.

Player targets of Eliminate goals run the risk of getting Penalties if the goal are completed, and for this reason Eliminate tends to generate Preventing Goals for those targets.

If Eliminate goals are at focus for discernible period of gameplay time, they can define Extermination phases while if players are given Symmetric Goals to Eliminate each other Last Man Standing situations occur.

Relations

Can Instantiate

Capture, Combat, Conflict, Early Elimination, Extermination, Game Element Removal, Penalties, Player Elimination, Preventing Goals, Quests

with Agents

Enemies

with Symmetric Goals

Last Man Standing

with Territories

Gain Ownership

Can Modulate

Avatars, Resource Generators

Can Be Instantiated By

Aim & Shoot, Boss Monsters, Consumers, Destructible Objects, Enemies, Safe Havens, Traps, Units

Choke Points together with Enemies or Obstacles

Inaccessible Areas together with Enemies

Tools together with Multiplayer Games

Can Be Modulated By

Achilles' Heels, Bidding, Consumers, Contact, Damage, Evade, Factions, Loot, MacGuffins, Survive

Possible Closure Effects

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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

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