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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.




Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects



Instantiates: Conflict, Competition, Gain Ownership, Capture, Tension, Game Mastery, Excluding Goals, Symmetric Goals, Tournaments, Transfer of Control

Modulates: Delivery, Rescue, Higher-Level Closures as Gameplay Progresses, Player Elimination

Instantiated by: Last Man Standing, Tournaments, Enemies, Boss Monsters, Area Control

Modulated by: Achilles' Heels, Timing, Rhythm-Based Actions, Dexterity-Based Actions, Negotiation, Puzzle Solving, Luck, Orthogonal Unit Differentiation, Tiebreakers, Memorizing, Immersion

Rhythm-Based Actions Left 4 Dead series Higher-Level Closures as Gameplay Progresses Tension Characters Tactical Planning Enemies Factions Internal Rivalry Loyalty Capture Boss Monsters Strongholds Player Elimination Area Control Combat Achilles' Heels Trick Taking Traverse PvP Evade Narration Structures Excluding Goals Last Man Standing Tiebreakers Gameplay Mastery Symmetric Goals Gain Ownership Deliver

Can Instantiate


with ...

Can Modulate


Can Be Instantiated By


Can Be Modulated By


Possible Closure Effects


Potentially Conflicting With



An updated version of the pattern Overcome that was part of the original collection in the book Patterns in Game Design[1].


  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.