Last Man Standing: Difference between revisions
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-- | -- | ||
Instantiated by: [[Eliminate]] | Instantiated by: [[Eliminate]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Collections]], | |||
[[Competition]], | |||
[[Conflicts]], | |||
[[Endgame]], | [[Endgame]], | ||
[[Higher-Level Closures as Gameplay Progresses]] | [[Higher-Level Closures as Gameplay Progresses]], | ||
[[Interferable Goals]], | |||
[[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
-- 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
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Can Be Instantiated By
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 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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