Difference between revisions of "Overcome"

From gdp3
Jump to: navigation, search
Line 39: Line 39:
== Relations ==
== Relations ==
Modulates: [[Rescue]], [[Player Elimination]]
Modulates: [[Player Elimination]]
Modulated by: [[Dexterity-Based Actions]], [[Puzzle Solving]], [[Luck]], [[Orthogonal Differentiation]], [[Memorizing]]
Modulated by: [[Dexterity-Based Actions]], [[Puzzle Solving]], [[Luck]], [[Orthogonal Differentiation]], [[Memorizing]]
Line 71: Line 71:
[[Last Man Standing]],  
[[Last Man Standing]],  
[[Rhythm-Based Actions]],  
[[Rhythm-Based Actions]],  

Revision as of 12:59, 25 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.


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



Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects



Modulates: 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, Rescue, 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



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.