Difference between revisions of "Last Man Standing"

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(Relations)
(Relations)
Line 35: Line 35:
 
== Relations ==
 
== Relations ==
 
[[Winning by Ending Gameplay]]
 
[[Winning by Ending Gameplay]]
 
--
 
[[Avatars]]
 
[[Multiplayer Games]]
 
[[Lives]]
 
[[Player Elimination]]
 
[[Early Elimination]]
 
[[Surrendering]]
 
[[Possibility of Graceful Surrender]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
Line 49: Line 40:
 
[[Competition]],  
 
[[Competition]],  
 
[[Conflicts]],  
 
[[Conflicts]],  
 +
[[Early Elimination]],
 
[[Endgame]],  
 
[[Endgame]],  
 
[[Higher-Level Closures as Gameplay Progresses]],  
 
[[Higher-Level Closures as Gameplay Progresses]],  
Line 62: Line 54:
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Eliminate]]
+
[[Eliminate]],
 +
[[Player Elimination]]
 +
 
 +
[[Multiplayer Games]] together with [[Lives]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Possibility of Graceful Surrender]],
 +
[[Surrendering]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 15:45, 27 July 2015

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

This pattern is a still a stub.

Examples

Chess Go Diplomacy ? King of Tokyo

Counter-Strike series Magic: The Gathering Hearthstone

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Winning by Ending Gameplay

Can Instantiate

Collections, Competition, Conflicts, Early Elimination, Endgame, Higher-Level Closures as Gameplay Progresses, Interferable Goals, Overcome, Survive, Symmetric Goals, Temporary Alliances, Tournaments

Can Modulate

-

Can Be Instantiated By

Eliminate, Player Elimination

Multiplayer Games together with Lives

Can Be Modulated By

Possibility of Graceful Surrender, Surrendering

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Last Man Standing 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

-