Gain Ownership

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

This pattern is a still a stub.

Examples

Anti-Examples

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Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Left 4 Dead series Tension Units Combos Enemies Predetermined Story Structures Factions Internal Rivalry Capture Construction MacGuffins Quests Vehicles Sets Props Tools Game Items Equipment Transferable Items Territories Pick-Ups Controllers Clues Strategic Locations Privileged Abilities Improved Abilities Gain Competence New Abilities Area Control Conditional Passageways Red Herrings Evade Game Element Trading Expansion Eliminate Bases Resource Locations Renewable Resources Check Points Connection Configuration Enclosure Conceal

Instantiates: Conflict, Emotional Immersion, Transfer of Control, Gain Information, Gain Competence, Collection, Betting, Area Control

Modulates: Delivery, Resource Management, Configuration, Stealth, Enemies, King of the Hill, Ownership

Instantiated by: Capture, Overcome, Construction, Strategic Locations, Ability Losses, Contact, Indirect Control

Modulated by: Goal Points, Bidding, Resource Generators, Trading, Enclosure, Strategic Locations, Renewable Resources, Betting, Clues, Tools, Pick-Ups, Resource Locations, Score, New Abilities, Improved Abilities, Controllers, Chargers

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 Gain Ownership 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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