Difference between revisions of "Scores"

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[[Handicap Systems]] together with [[Meta Games]]
 
[[Handicap Systems]] together with [[Meta Games]]
 +
 +
can inst
 +
[[Resources]],
 +
[[High Score Lists]],
 +
[[Tied Results]],
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
 +
[[Scores]] are often difficult to explain within a game's theme, so using it easily breaks [[Thematic Consistency]] and often thereby also [[Diegetic Consistency]].
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
=== Narration Aspects ===
 
  
 
== Consequences ==
 
== Consequences ==
 +
[[Scores]] make games have the [[Continuous Goals|Continuous Goal]] of [[Collecting]] points which can also be seen as a [[Races|Race]] to either first reach a certain [[Scores|Score]] or have the highest [[Scores|Score]] when gameplay ends.
 +
 +
When publicly accessible, they simultaneously are a type of [[Progress Indicators]] and [[Game State Overview]] which create [[Stimulated Planning]] and [[Tension]].
 +
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Collecting]],
+
 
[[Continuous Goals]],
+
 
[[Dynamic Alliances]],  
 
[[Dynamic Alliances]],  
[[Game State Overview]],
 
[[High Score Lists]],
 
 
[[Investments]],  
 
[[Investments]],  
 
[[Player Elimination]],  
 
[[Player Elimination]],  
 
[[Predictable Winner]],  
 
[[Predictable Winner]],  
[[Progress Indicators]],
+
[[Investments]],  
[[Races]],  
+
 
[[Replayability]],  
 
[[Replayability]],  
[[Stimulated Planning]],
 
[[Tension]],
 
[[Tied Results]],
 
 
[[Trans-Game Information]]
 
[[Trans-Game Information]]
  
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[[Tournaments]]
 
[[Tournaments]]
  
=== Potentially Conflicting With ===
+
[[Save Points]] and [[Save-Load Cycles]] tend to not work well with [[Scores]] since players can go back repeatedly in attempts to maximize their scores.
[[Diegetic Consistency]],
+
 
[[Save Points]],
+
[[Save-Load Cycles]],
+
[[Thematic Consistency]]
+
  
 
== Relations ==
 
== Relations ==
[[Resources]]
+
[[Unwinnable Games]] - modulates
 +
[[Time Limited Game Instances]] - modulates
 +
[[Winning Ends Gameplay]]
 +
[[Winner determined after Gameplay Ends]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Races]],  
 
[[Races]],  
 
[[Replayability]],  
 
[[Replayability]],  
 +
[[Resources]],
 
[[Stimulated Planning]],  
 
[[Stimulated Planning]],  
 
[[Tension]],  
 
[[Tension]],  

Revision as of 13:18, 19 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

Can Be Instantiated By

Character Levels, Death Consequences

Collections together with Resources

Handicap Systems together with Meta Games

can inst Resources, High Score Lists, Tied Results,

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

Diegetic Aspects

Scores are often difficult to explain within a game's theme, so using it easily breaks Thematic Consistency and often thereby also Diegetic Consistency.

Interface Aspects

Consequences

Scores make games have the Continuous Goal of Collecting points which can also be seen as a Race to either first reach a certain Score or have the highest Score when gameplay ends.

When publicly accessible, they simultaneously are a type of Progress Indicators and Game State Overview which create Stimulated Planning and Tension.

Can Instantiate

Dynamic Alliances, Investments, Player Elimination, Predictable Winner, Investments, Replayability, 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

Save Points and Save-Load Cycles tend to not work well with Scores since players can go back repeatedly in attempts to maximize their scores.


Relations

Unwinnable Games - modulates Time Limited Game Instances - modulates Winning Ends Gameplay Winner determined after Gameplay Ends

Can Instantiate

Collecting, Continuous Goals, Dynamic Alliances, Game State Overview, High Score Lists, Investments, Player Elimination, Predictable Winner, Progress Indicators, Races, Replayability, Resources, 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

Character Levels, 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

-