Difference between revisions of "Scores"

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(Relations)
(Relations)
Line 56: Line 56:
 
[[Predictable Winner]]
 
[[Predictable Winner]]
 
[[Character Levels]]
 
[[Character Levels]]
 
--- new ---
 
 
 
 
[[Races]]
 
[[Ghosts]]
 
[[Meta Games]]
 
[[Meta Servers]]
 
[[Resources]]
 
[[End State Scoring]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
Line 77: Line 66:
 
[[Player Elimination]],  
 
[[Player Elimination]],  
 
[[Progress Indicators]],  
 
[[Progress Indicators]],  
 +
[[Races]],
 
[[Replayability]],  
 
[[Replayability]],  
 
[[Stimulated Planning]],  
 
[[Stimulated Planning]],  
Line 82: Line 72:
 
[[Tied Results]],  
 
[[Tied Results]],  
 
[[Trans-Game Information]]
 
[[Trans-Game Information]]
 +
 +
==== with [[Resources]] ====
 +
[[Tiebreakers]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
Line 96: Line 89:
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Death Consequences]]
 
[[Death Consequences]]
 +
 +
[[Collections]] together with [[Resources]]
  
 
[[Handicap Systems]] together with [[Meta Games]]
 
[[Handicap Systems]] together with [[Meta Games]]
Line 101: Line 96:
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Combos]],  
 
[[Combos]],  
 +
[[End State Scoring]],
 
[[Extra-Game Consequences]],  
 
[[Extra-Game Consequences]],  
 
[[Gameplay Statistics]],  
 
[[Gameplay Statistics]],  

Revision as of 21:07, 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

Can Instantiate

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

with Resources

Tiebreakers

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

Collections together with Resources

Handicap Systems together with Meta Games

Can Be Modulated By

Combos, End State Scoring, 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

-