Difference between revisions of "Territories"

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Having control over the steadily decreasing numbers of [[Territories]] in [[Greed Corp]] is vital for winning the game.
 
Having control over the steadily decreasing numbers of [[Territories]] in [[Greed Corp]] is vital for winning the game.
  
The gameplay in [[Quake Wars: Enemy Territories]], [[Return to Castle Wolfenstein: Enemy Territory]], and in many cases the [[Battlefield series]] and  [[Team Fortress series]], can be described as team battles over [[Territories]].
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The gameplay in [[Enemy Territory: Quake Wars]], [[Return to Castle Wolfenstein: Enemy Territory]], and in many cases the [[Battlefield series]] and  [[Team Fortress series]], can be described as team battles over [[Territories]].
  
  

Revision as of 21:15, 18 April 2011

Pieces of game worlds that are owned by players or agents of those worlds.

This pattern is a still a stub.

Examples

The Civilization series and other grand strategy games such as Risk, the Europa Universalis, Hearts of Iron, and Victoria series, all let players expand their domains by taking over other players' Territories or colonizing "wilderness" areas.

Having control over the steadily decreasing numbers of Territories in Greed Corp is vital for winning the game.

The gameplay in Enemy Territory: Quake Wars, Return to Castle Wolfenstein: Enemy Territory, and in many cases the Battlefield series and Team Fortress series, can be described as team battles over Territories.


Using the pattern

Game Worlds Levels

Ownership Gain Ownership

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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