Difference between revisions of "Last Man Standing"

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(Relations)
(Relations)
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--
 
--
 
Instantiates: [[Conflict]], [[Competition]], [[Overcome]], [[Collection]], [[Survive]], [[Symmetric Goals]], [[Interferable Goals]], [[Dynamic Alliances]], [[Tournaments]]
 
 
 
Instantiated by: [[Eliminate]]
 
Instantiated by: [[Eliminate]]
  
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=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Collections]],
 +
[[Competition]],
 +
[[Conflicts]],
 
[[Endgame]],  
 
[[Endgame]],  
[[Higher-Level Closures as Gameplay Progresses]]
+
[[Higher-Level Closures as Gameplay Progresses]],
 
+
[[Interferable Goals]],
==== with ... ====
+
[[Overcome]],
 +
[[Survive]],
 +
[[Symmetric Goals]],
 +
[[Temporary Alliances]],
 +
[[Tournaments]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===

Revision as of 15:36, 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

-- Instantiated by: Eliminate

Modulated by: Limited Resources

Avatars Multiplayer Games Lives Player Elimination Early Elimination Surrendering Possibility of Graceful Surrender

Can Instantiate

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

Can Modulate

-

Can Be Instantiated By

Eliminate

Can Be Modulated By

-

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

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