Last Man Standing: Difference between revisions

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[[Winning by Ending Gameplay]]
[[Winning by Ending Gameplay]]


add from book
--
 
Instantiates: [[Conflict]], [[Competition]], [[Overcome]], [[Collection]], [[Survive]], [[Symmetric Goals]], [[Interferable Goals]], [[Dynamic Alliances]], [[Tournaments]]
 
Instantiated by: [[Eliminate]]


--
Modulated by: [[Limited Resources]]
[[Endgame]]


[[Avatars]]
[[Avatars]]
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=== Can Instantiate ===
=== Can Instantiate ===
[[Endgame]],
[[Higher-Level Closures as Gameplay Progresses]]
[[Higher-Level Closures as Gameplay Progresses]]



Revision as of 15:34, 27 July 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Chess Go Diplomacy ? King of Tokyo

Counter-Strike series Magic: The Gathering Hearthstone

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Winning by Ending Gameplay

--

Instantiates: Conflict, Competition, Overcome, Collection, Survive, Symmetric Goals, Interferable Goals, Dynamic Alliances, Tournaments

Instantiated by: Eliminate

Modulated by: Limited Resources

Avatars Multiplayer Games Lives Player Elimination Early Elimination Surrendering Possibility of Graceful Surrender

Can Instantiate

Endgame, Higher-Level Closures as Gameplay Progresses

with ...

Can Modulate

-

Can Be Instantiated By

Eliminate

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Last Man Standing that was part of the original collection in the book Patterns in Game Design<ref name="Bjork & Holopainen 2004"/>.

References

<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>

Acknowledgements

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