Difference between revisions of "Scores"

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(Relations)
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--- new ---
 
--- new ---
[[Handicap Systems]]
+
 
[[Balancing Effects]]
+
[[Pick-Ups]]
+
[[Thematic Consistency]]
+
[[Score Tracks]]
+
[[Back-to-Back Game Sessions]]
+
 
[[Varying Turn Orders]]
 
[[Varying Turn Orders]]
 
[[Lives]]
 
[[Lives]]
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[[Stimulated Planning]],  
 
[[Stimulated Planning]],  
 
[[Tension]]
 
[[Tension]]
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Back-to-Back Game Sessions]],
 
[[Multiplayer Games]]
 
[[Multiplayer Games]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
-
 
-
 +
 +
[[Handicap Systems]] together with [[Meta Games]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Gameplay Statistics]],  
 
[[Gameplay Statistics]],  
 
[[Game State Indicators]],  
 
[[Game State Indicators]],  
 +
[[Handicap Systems]],
 +
[[Pick-Ups]],
 +
[[Score Tracks]],
 
[[Secret Scoring Mechanisms]]
 
[[Secret Scoring Mechanisms]]
  
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
[[Diegetic Consistency]]
+
[[Diegetic Consistency]],
 +
[[Thematic Consistency]]
  
 
== History ==
 
== History ==

Revision as of 20:56, 18 January 2015

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

This pattern is a still a stub.

Examples

Left 4 Dead series

Egizia

Race for the Galaxy

Ticket to Ride

Settlers of Catan

Carcarsonne

Chess

Go

Pachessi

deathmatch Quake series

ticks Battlefield series

Staries

Candy Crush Saga

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

--- to add to --- Predictable Winner Character Levels

--- new ---

Varying Turn Orders Lives Player Elimination Death Consequences Parties Races Ghosts Meta Games Meta Servers Resources End State Scoring

--- old --- Continuous Goals, Trans-Game Information, Investments, Dynamic Alliances, Tied Results, Progress Indicators, Game State Overview, Collecting

Modulates: Role Reversal, Gain Ownership, Single-Player Games, King of the Hill, Tournaments

Modulated by: Tiebreakers

Save Points, Save-Load Cycles

Can Instantiate

High Score Lists, Replayability, Stimulated Planning, Tension

Can Modulate

Back-to-Back Game Sessions, Multiplayer Games

Can Be Instantiated By

-

Handicap Systems together with Meta Games

Can Be Modulated By

Combos, Extra-Game Consequences, Gameplay Statistics, Game State Indicators, Handicap Systems, Pick-Ups, Score Tracks, Secret Scoring Mechanisms

Possible Closure Effects

-

Potentially Conflicting With

Diegetic Consistency, Thematic Consistency

History

An updated version of the pattern Score 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

-