Difference between revisions of "Gain Ownership"

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(Relations)
Line 42: Line 42:
  
  
[[Tension]],
 
 
[[Predetermined Story Structures]],  
 
[[Predetermined Story Structures]],  
 
[[Internal Rivalry]],  
 
[[Internal Rivalry]],  
 
[[Capture]],  
 
[[Capture]],  
[[Quests]],
 
 
[[Territories]],  
 
[[Territories]],  
 
[[Clues]],  
 
[[Clues]],  
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[[Red Herrings]],  
 
[[Red Herrings]],  
 
[[Game Element Trading]],  
 
[[Game Element Trading]],  
[[Expansion]],
 
 
[[Eliminate]],  
 
[[Eliminate]],  
 
[[Renewable Resources]],  
 
[[Renewable Resources]],  
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[[Configuration]],  
 
[[Configuration]],  
 
[[Enclosure]],  
 
[[Enclosure]],  
[[Conceal]],
 
 
[[Investments]],  
 
[[Investments]],  
  
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[[Betting]],  
 
[[Betting]],  
 
[[Collection]],  
 
[[Collection]],  
 +
[[Conceal]],
 
[[Conflict]],  
 
[[Conflict]],  
 
[[Emotional Engrossment]],  
 
[[Emotional Engrossment]],  
 +
[[Expansion]],
 
[[Gain Information]],
 
[[Gain Information]],
[[Transfer of Control]],
+
[[Quests]],
 +
[[Tension]],
 +
[[Transfer of Control]]
  
 
==== with ... ====
 
==== with ... ====

Revision as of 09:26, 8 April 2022

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

This pattern is a still a stub.

This is simply the goal to gain the ownership of a game element.

The goal of controlling a game element, either by possessing it or by controlling the use of it, is common to many games. The ownership may be a reason in itself (as for example controlling space in Go or controlling Flag points in Battlefield 1942), may be a requirement for completing a higher-Level goal, or may simply make it easier to complete various types of actions or goals.

Examples

Left 4 Dead series

Example: Weapons, ammunition, and power-ups are all examples of objectives for Gain Ownership goals in first-person shooters such as Quake, Unreal Tournament, or Return to Castle Wolfenstein.

Example: Othello (also called Reversi) has the goal of gaining ownership of a majority of the game pieces, and every turn in the game involves changes in ownership.

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Predetermined Story Structures, Internal Rivalry, Capture, Territories, Clues, Improved Abilities, Gain Competence, New Abilities, Red Herrings, Game Element Trading, Eliminate, Renewable Resources, Check Points, Configuration, Enclosure, Investments,

Can Instantiate

Betting, Collection, Conceal, Conflict, Emotional Engrossment, Expansion, Gain Information, Quests, Tension, Transfer of Control

with ...

Can Modulate

Delivery, King of the Hill, Ownership, Resource Management, Stealth,

Can Be Instantiated By

Ability Losses, Area Control, Bases, Conditional Passageways, Connection, Contact, Controllers, Enemies, Equipment, Factions, Game Items, Indirect Control, MacGuffins, Overcome, Pick-Ups, Props, Resource Locations, Sets, Strategic Locations, Tools, Transferable Items, Units, Vehicles

Can Be Modulated By

Betting, Bidding, Chargers, Goal Points, Resource Generators, Score,

Possible Closure Effects

-

Potentially Conflicting With

-

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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