Difference between revisions of "King of the Hill"

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(Relations)
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[[Category:To be Published]]
 
[[Category:To be Published]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''The one-sentence "definition" that should be in italics.''
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''Reaching and keeping a sought for game state that other players are trying to reach and keep.''
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.

Revision as of 12:43, 18 October 2022

Reaching and keeping a sought for game state that other players are trying to reach and keep.

This pattern is a still a stub.

Examples

Example: Some game variants of Battlefield 1942 have positions on the maps that when held for a certain period of time depletes "ticks" from the other team.

Example: The board game Junta lets the president control how foreign aid money is distributed to the players. This position, although dangerous, is often sought for by all players since the ownership of money is the prerequisite for winning the game.

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Modulated by: Alignment, Lives, Guard

Can Instantiate

Balancing Effects, Conflicts, Continuous Goals, Competition, Interferable Goals, Symmetric Goals, Temporary Alliances, Tension, Role Reversal

Can Modulate

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Can Be Instantiated By

Gain Ownership

Non-Player Characters together with Enemies

Can Be Modulated By

Damage, Scores, Time Limits

Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern King of the Hill 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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