Difference between revisions of "Scores"

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(Relations)
(Relations)
Line 59: Line 59:
 
--- new ---
 
--- new ---
  
[[Varying Turn Orders]]
+
 
[[Lives]]
+
 
[[Player Elimination]]
+
[[Death Consequences]]
+
[[Parties]]
+
 
[[Races]]
 
[[Races]]
 
[[Ghosts]]
 
[[Ghosts]]
Line 78: Line 75:
 
[[High Score Lists]],  
 
[[High Score Lists]],  
 
[[Investments]],  
 
[[Investments]],  
 +
[[Player Elimination]],
 
[[Progress Indicators]],  
 
[[Progress Indicators]],  
 
[[Replayability]],  
 
[[Replayability]],  
Line 87: Line 85:
 
=== Can Modulate ===
 
=== Can Modulate ===
 
[[Back-to-Back Game Sessions]],  
 
[[Back-to-Back Game Sessions]],  
 +
[[Death Consequences]],
 
[[Gain Ownership]],  
 
[[Gain Ownership]],  
 
[[King of the Hill]],  
 
[[King of the Hill]],  
 +
[[Lives]],
 
[[Multiplayer Games]],  
 
[[Multiplayer Games]],  
 
[[Single-Player Games]],   
 
[[Single-Player Games]],   
Line 95: Line 95:
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
-
+
[[Death Consequences]]
  
 
[[Handicap Systems]] together with [[Meta Games]]
 
[[Handicap Systems]] together with [[Meta Games]]

Revision as of 21:04, 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 ---


Races Ghosts Meta Games Meta Servers Resources End State Scoring

Can Instantiate

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

Can Modulate

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

Can Be Instantiated By

Death Consequences

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

-