Last Man Standing: Difference between revisions

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


Line 53: Line 50:


=== Can Instantiate ===
=== Can Instantiate ===
[[Collections]],
[[Competition]],
[[Conflicts]],
[[Endgame]],  
[[Endgame]],  
[[Higher-Level Closures as Gameplay Progresses]]
[[Higher-Level Closures as Gameplay Progresses]],
 
[[Interferable Goals]],
==== with ... ====
[[Overcome]],
[[Survive]],
[[Symmetric Goals]],
[[Temporary Alliances]],
[[Tournaments]]


=== Can Modulate ===
=== Can Modulate ===

Revision as of 15:36, 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

-- Instantiated by: Eliminate

Modulated by: Limited Resources

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

Can Instantiate

Collections, Competition, Conflicts, Endgame, Higher-Level Closures as Gameplay Progresses, Interferable Goals, Overcome, Survive, Symmetric Goals, Temporary Alliances, Tournaments

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

-