Difference between revisions of "Unwinnable Games"

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(Examples)
(Consequences)
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== Consequences ==
 
== Consequences ==
 
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[[Unwinnable Games]] can promote [[Replayability]] as long as players have [[Progress Indicators]] or can create [[Meta Games]] through means such as [[High Score Lists]].
What effects a patterns has on a design.
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== Relations ==
 
== Relations ==

Revision as of 11:11, 14 November 2009


It may be a good idea to use the "What Links here" tool on the left hand side to catch all references to a pattern.

The template proper start below the line.


Games that do not have any winning conditions.

Short paragraph giving the description of the pattern while not referring to any other patterns.

Examples

Early computer games such as Asteroids and Space Invaders were Unwinnable Games in that gamers were constantly given new obstacles as soon as they overcame their current ones. Pac-Man is designed in the same fashion but the original version has a software bug making it allegedly impossible to complete its 256th level, making it open for interpretation if reaching the highest possible level in a game equals winning over it.

The casual games Staries and Icy Tower are later examples of games that have no winning conditions.

Using the pattern

Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned.

The sub headings below should be added if feasible.

Diegetic Aspects

Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns

Interface Aspects

Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns

Narrative Aspects

Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns

Consequences

Unwinnable Games can promote Replayability as long as players have Progress Indicators or can create Meta Games through means such as High Score Lists.

Relations

Instantiates

Gameplay Design Pattern Template , Gameplay Design Pattern Template

Modulates

Gameplay Design Pattern Template , Gameplay Design Pattern Template

Instantiated By

Gameplay Design Pattern Template, Gameplay Design Pattern Template

Modulated By

Gameplay Design Pattern Template, Gameplay Design Pattern Template

Potentially Conflicting With

Gameplay Design Pattern Template, Gameplay Design Pattern Template

History

Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable.

References

References to external sources.