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

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 --- 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, 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

High Score Lists, Replayability, Stimulated Planning, Tension

with ...

Can Modulate

Multiplayer Games

Can Be Instantiated By

-

Can Be Modulated By

Combos, Extra-Game Consequences, Gameplay Statistics, Game State Indicators, Secret Scoring Mechanisms

Possible Closure Effects

-

Potentially Conflicting With

Diegetic 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

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