Difference between revisions of "Last Man Standing"

From gdp3
Jump to: navigation, search
(Relations)
(Relations)
Line 34: Line 34:
  
 
== Relations ==
 
== Relations ==
[[Winning by Ending Gameplay]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Collections]],  
 
[[Collections]],  
Line 48: Line 46:
 
[[Symmetric Goals]],  
 
[[Symmetric Goals]],  
 
[[Temporary Alliances]],  
 
[[Temporary Alliances]],  
[[Tournaments]]
+
[[Tournaments]],
 +
[[Winning by Ending Gameplay]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===

Revision as of 15:46, 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

Can Instantiate

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

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

-