Difference between revisions of "Overcome"

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(Relations)
(Relations)
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Instantiated by: [[Tournaments]]
 
Instantiated by: [[Tournaments]]
  
Modulated by: [[Timing]], [[Dexterity-Based Actions]], [[Negotiation]], [[Puzzle Solving]], [[Luck]], [[Orthogonal Differentiation]], [[Memorizing]], [[Engrossment]] Immersion
+
Modulated by: [[Dexterity-Based Actions]], [[Puzzle Solving]], [[Luck]], [[Orthogonal Differentiation]], [[Memorizing]], Immersion
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Combat]],  
 
[[Combat]],  
 +
[[Engrossment]],
 
[[Excluding Goals]],  
 
[[Excluding Goals]],  
 
[[Gain Ownership]],  
 
[[Gain Ownership]],  
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[[Internal Rivalry]],  
 
[[Internal Rivalry]],  
 
[[Narration Structures]],  
 
[[Narration Structures]],  
[[Tiebreakers]]
+
[[Tiebreakers]],
 +
[[Timing]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
+
[[Negotiation]]
  
 
== History ==
 
== History ==

Revision as of 09:09, 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

Instantiates: Conflict, Competition, Capture, Tournaments, Transfer of Control

Modulates: Rescue, Player Elimination

Instantiated by: Tournaments

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

Can Instantiate

Combat, Engrossment, Excluding Goals, Gain Ownership, Gameplay Mastery, Narration Structures, Symmetric Goals, Tension

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, 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

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