Survive

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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

Unwinnable Games

existing

Rhythm-Based Actions Time Pressure Space Alert Time Limits Avatars Units FUBAR Enjoyment Enemies Internal Rivalry Single-Player Games Quests Lives Player Elimination Last Man Standing Eliminate Continuous Goals Preventing Goals Conceal

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

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Possible Closure Effects

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Potentially Conflicting With

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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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