Difference between revisions of "Scores"

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(Relations)
(Relations)
Line 70: Line 70:
 
[[Resources]]
 
[[Resources]]
 
[[End State Scoring]]
 
[[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 ===
 
=== Can Instantiate ===
 +
[[Collecting]],
 +
[[Continuous Goals]],
 +
[[Dynamic Alliances]],
 +
[[Game State Overview]],
 
[[High Score Lists]],  
 
[[High Score Lists]],  
 +
[[Investments]],
 +
[[Progress Indicators]],
 
[[Replayability]],  
 
[[Replayability]],  
 
[[Stimulated Planning]],  
 
[[Stimulated Planning]],  
[[Tension]]
+
[[Tension]],
 +
[[Tied Results]],
 +
[[Trans-Game Information]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 
[[Back-to-Back Game Sessions]],  
 
[[Back-to-Back Game Sessions]],  
[[Multiplayer Games]]
+
[[Gain Ownership]],
 +
[[King of the Hill]],
 +
[[Multiplayer Games]],
 +
[[Single-Player Games]], 
 +
[[Role Reversal]],
 +
[[Tournaments]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
Line 103: Line 107:
 
[[Pick-Ups]],  
 
[[Pick-Ups]],  
 
[[Score Tracks]],  
 
[[Score Tracks]],  
[[Secret Scoring Mechanisms]]
+
[[Secret Scoring Mechanisms]],
 +
[[Tiebreakers]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
Line 110: Line 115:
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 
[[Diegetic Consistency]],  
 
[[Diegetic Consistency]],  
 +
[[Save Points]],
 +
[[Save-Load Cycles]],
 
[[Thematic Consistency]]
 
[[Thematic Consistency]]
  

Revision as of 21:01, 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

Can Instantiate

Collecting, Continuous Goals, Dynamic Alliances, Game State Overview, High Score Lists, Investments, Progress Indicators, Replayability, Stimulated Planning, Tension, Tied Results, Trans-Game Information

Can Modulate

Back-to-Back Game Sessions, Gain Ownership, King of the Hill, Multiplayer Games, Single-Player Games, Role Reversal, Tournaments

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, Tiebreakers

Possible Closure Effects

-

Potentially Conflicting With

Diegetic Consistency, Save Points, Save-Load Cycles, 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

-