Difference between revisions of "King of the Hill"

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, and how to Reward the player that maintains the goal. The Interferable Goal in the archetypical King of the Hill is
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The[[Guard]] goal is the basis for the archetypical goal of [[King of the Hill]] but other options of goals to start with is [[Gain Ownership]], [[Alignment]], [[Enclosure]], or [[Connection]].
  
, and how to Reward the player that maintains the goal. The Interferable Goal in the archetypical King of the Hill is Guard but one can also make use of Gain Ownership, Alignment, Enclosure, or Connection. The players who do not have achieved the goal state should have Preventing Goals. The start of the competition between players with King of the Hill goals usual have no player holding the game state, but one way of giving Handicap is to let one player start with the desired state. The typical winning condition of King of the Hill goals is determined by comparing Scores but Lives can also be used, especially if all players except one runs out of them.
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The players who do not have achieved the goal state should have Preventing Goals. The start of the competition between players with King of the Hill goals usual have no player holding the game state, but one way of giving Handicap is to let one player start with the desired state. The typical winning condition of King of the Hill goals is determined by comparing Scores but Lives can also be used, especially if all players except one runs out of them.
  
 
== Consequences ==
 
== Consequences ==

Revision as of 09:38, 1 December 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.

Using the pattern

Can Be Instantiated By

Gain Ownership, Guard

Non-Player Characters together with Enemies

Can Be Modulated By

Damage, Scores, Time Limits

King of the Hill goals are defined by several agents or players all having the same goal but only one can start satisfy their goal at any time and others can take over so they instead satisfy their goal. Actually completing the goal requires one agent or player to do so for a certain amount of time or turns.

This means that defining a King of the Hill goal consist of creating a goal which is an Interferable, Incompatible Goal. and Continuous Goal.


, and how to Reward the player that maintains the goal. The Interferable Goal in the archetypical King of the Hill is TheGuard goal is the basis for the archetypical goal of King of the Hill but other options of goals to start with is Gain Ownership, Alignment, Enclosure, or Connection.

The players who do not have achieved the goal state should have Preventing Goals. The start of the competition between players with King of the Hill goals usual have no player holding the game state, but one way of giving Handicap is to let one player start with the desired state. The typical winning condition of King of the Hill goals is determined by comparing Scores but Lives can also be used, especially if all players except one runs out of them.

Consequences

Can Instantiate

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

Relations

Can Instantiate

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

Can Modulate

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Can Be Instantiated By

Gain Ownership, Guard

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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