Difference between revisions of "Survive"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
[[Rhythm-Based Actions]]
 
 
[[Time Pressure]]
 
[[Time Pressure]]
[[Space Alert]]
 
 
[[Time Limits]]
 
[[Time Limits]]
 
[[Enemies]]
 
[[Enemies]]
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[[Lives]],  
 
[[Lives]],  
 
[[Last Man Standing]],  
 
[[Last Man Standing]],  
 +
[[Maintenance Costs]],
 +
[[Rhythm-Based Actions]],
 
[[Units]]
 
[[Units]]
 
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Conceal]],  
 
[[Conceal]],  
 +
[[Steadily Decreasing Resources]],
 
[[Preventing Goals]]
 
[[Preventing Goals]]
  

Revision as of 08:30, 11 October 2022

The goal of trying to avoid being killed by game events or the actions of other players or agents in a game.

Many games have effects that capture, destroy, kill, or eliminate game elements depending on the theme of the game. As these events are usually negative for the players who control the game elements, they have the expected goal of trying to make these units Survive.

This pattern is a still a stub.

Examples

Left 4 Dead series

Example: The players are, sooner or later, going to have all their ships destroyed in Space Invaders or Asteroids, but surviving allows the players to keep on playing to gain enough points to reach a high score position.

Dead of Winter

Roguelikes

Survival Games

Minecraft Valheim No Man's Sky Terraria Slaves to Armok II: Dwarf Fortress Oxygen Not Included Project Zomboid Unexplored

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Time Pressure Time Limits Enemies Internal Rivalry Single-Player Games Player Elimination

Can Instantiate

Continuous Goals, Quests

with ...

Can Modulate

Eliminate, FUBAR Enjoyment

Can Be Instantiated By

Avatars, Lives, Last Man Standing, Maintenance Costs, Rhythm-Based Actions, Units

Can Be Modulated By

Conceal, Steadily Decreasing Resources, Preventing Goals

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Survive 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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