Last Man Standing

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Revision as of 15:46, 27 July 2015 by Staffan Björk (Talk | contribs) (Relations)

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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

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Can Be Instantiated By

Eliminate, Player Elimination

Multiplayer Games together with Lives

Can Be Modulated By

Possibility of Graceful Surrender, Surrendering

Possible Closure Effects

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Potentially Conflicting With

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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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