Difference between revisions of "Gain Ownership"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
 
  
  
 
[[Predetermined Story Structures]],  
 
[[Predetermined Story Structures]],  
[[Internal Rivalry]],
 
 
[[Capture]],  
 
[[Capture]],  
 
[[Territories]],  
 
[[Territories]],  
Line 50: Line 48:
 
[[Gain Competence]],  
 
[[Gain Competence]],  
 
[[New Abilities]],  
 
[[New Abilities]],  
[[Red Herrings]],
 
[[Game Element Trading]],
 
 
[[Eliminate]],  
 
[[Eliminate]],  
[[Renewable Resources]],
 
 
[[Check Points]],  
 
[[Check Points]],  
 
[[Configuration]],  
 
[[Configuration]],  
[[Enclosure]],
 
 
[[Investments]],  
 
[[Investments]],  
  
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[[Betting]],  
 
[[Betting]],  
 
[[Bidding]],  
 
[[Bidding]],  
 +
[[Enclosure]],
 +
[[Game Element Trading]],
 
[[Chargers]],  
 
[[Chargers]],  
 
[[Goal Points]],  
 
[[Goal Points]],  
 +
[[Internal Rivalry]],
 +
[[Red Herrings]],
 +
[[Renewable Resources]],
 
[[Resource Generators]],  
 
[[Resource Generators]],  
[[Score]],
+
[[Score]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 09:28, 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, Capture, Territories, Clues, Improved Abilities, Gain Competence, New Abilities, Eliminate, Check Points, Configuration, 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, Enclosure, Game Element Trading, Chargers, Goal Points, Internal Rivalry, Red Herrings, Renewable Resources, 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

-