Scores

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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

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Staries

--- new --- High Score Lists Massively Single-Player Online Games Tension Replayability Avatars Combos Turn Taking Gameplay Statistics Game State Indicators Stimulated Planning Multiplayer Games Extra-Game Consequences Power-Ups Diegetic Consistency Handicap Systems Balancing Effects Pick-Ups Thematic Consistency Score Tracks Back-to-Back Game Sessions Varying Turn Orders Lives Player Elimination Death Consequences Parties Races Ghosts Meta Games Meta Servers Resources End State Scoring

--- old --- Continuous Goals, Stimulated Planning, Trans-Game Information, Investments, Dynamic Alliances, Tied Results, Replayability, Extra-Game Consequences, Progress Indicators, Game State Overview, Collecting

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

Modulated by: Handicaps, Tiebreakers

Save Points, Save-Load Cycles

Can Instantiate

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with ...

Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

Secret Scoring Mechanisms

Possible Closure Effects

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Potentially Conflicting With

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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

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