Difference between revisions of "Overcome"

From gdp3
Jump to: navigation, search
 
(Relations)
(8 intermediate revisions by the same user not shown)
Line 9: Line 9:
 
[[Category:To be Published]]
 
[[Category:To be Published]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''The one-sentence "definition" that should be in italics.''
+
''The goal of defeating an opposing force.''
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
 +
 +
he opposing force in Overcome can be other players or other kinds of enemies provided by the game system.
  
 
=== Examples ===
 
=== Examples ===
 +
 +
Example: Fighting games, such as Soul Calibur and Tekken, are almost purely about overcoming the opponent by performing a series of successful attacks the opponent is unable to dodge or block.
 +
 +
Example: Chess uses the Overcome pattern through a combination of eliminating the other player's pieces and skillful positioning of one's own pieces.
 +
 +
[[Left 4 Dead series]]
 +
  
 
==== Anti-Examples ====
 
==== Anti-Examples ====
Line 29: Line 38:
  
 
== Relations ==
 
== Relations ==
 +
 +
Modulates: [[Rescue]], [[Player Elimination]]
 +
 +
Modulated by: [[Dexterity-Based Actions]], [[Puzzle Solving]], [[Luck]], [[Orthogonal Differentiation]], [[Memorizing]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
-
+
[[Combat]],
 +
[[Competition]],
 +
[[Conflict]],
 +
[[Engrossment]],
 +
[[Excluding Goals]],
 +
[[Gain Ownership]],
 +
[[Gameplay Mastery]],
 +
[[Narration Structures]],
 +
[[Symmetric Goals]],
 +
[[Tension]],
 +
[[Transfer of Control]]
  
==== with ... ====
+
==== with [[Evade]] ====
 +
[[Tactical Planning]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Deliver]],
 +
[[Higher-Level Closures as Gameplay Progresses]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
-
+
[[Area Control]],
 +
[[Capture]],
 +
[[Boss Monsters]],
 +
[[Enemies]],
 +
[[Factions]],
 +
[[Last Man Standing]],
 +
[[Loyalty]],
 +
[[Rhythm-Based Actions]],
 +
[[Tournaments]],
 +
[[Trick Taking]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Achilles' Heels]],
 +
[[Evade]],
 +
[[Internal Rivalry]],
 +
[[Narration Structures]],
 +
[[Tiebreakers]],
 +
[[Timing]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
Line 48: Line 87:
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
+
[[Negotiation]]
  
 
== History ==
 
== History ==

Revision as of 09:13, 10 August 2022

The goal of defeating an opposing force.

This pattern is a still a stub.

he opposing force in Overcome can be other players or other kinds of enemies provided by the game system.

Examples

Example: Fighting games, such as Soul Calibur and Tekken, are almost purely about overcoming the opponent by performing a series of successful attacks the opponent is unable to dodge or block.

Example: Chess uses the Overcome pattern through a combination of eliminating the other player's pieces and skillful positioning of one's own pieces.

Left 4 Dead series


Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Modulates: Rescue, Player Elimination

Modulated by: Dexterity-Based Actions, Puzzle Solving, Luck, Orthogonal Differentiation, Memorizing

Can Instantiate

Combat, Competition, Conflict, Engrossment, Excluding Goals, Gain Ownership, Gameplay Mastery, Narration Structures, Symmetric Goals, Tension, Transfer of Control

with Evade

Tactical Planning

Can Modulate

Deliver, Higher-Level Closures as Gameplay Progresses

Can Be Instantiated By

Area Control, Capture, Boss Monsters, Enemies, Factions, Last Man Standing, Loyalty, Rhythm-Based Actions, Tournaments, Trick Taking

Can Be Modulated By

Achilles' Heels, Evade, Internal Rivalry, Narration Structures, Tiebreakers, Timing

Possible Closure Effects

-

Potentially Conflicting With

Negotiation

History

An updated version of the pattern Overcome 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

-