Overcome: Difference between revisions

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Modulated by: Achilles' Heels, Timing, Rhythm-Based Actions, Dexterity-Based Actions, Negotiation, Puzzle Solving, Luck, Orthogonal Unit Differentiation, Tiebreakers, Memorizing, Immersion
Modulated by: Achilles' Heels, Timing, Rhythm-Based Actions, Dexterity-Based Actions, Negotiation, Puzzle Solving, Luck, Orthogonal Unit Differentiation, Tiebreakers, Memorizing, Immersion


[[Rhythm-Based Actions]]
[[Left 4 Dead series]]
[[Left 4 Dead series]]
[[Higher-Level Closures as Gameplay Progresses]]
[[Tension]]
[[Characters]]
[[Tactical Planning]]
[[Enemies]]
[[Factions]]
[[Internal Rivalry]]
[[Loyalty]]
[[Capture]]
[[Boss Monsters]]
[[Strongholds]]
[[Player Elimination]]
[[Area Control]]
[[Combat]]
[[Achilles' Heels]]
[[Trick Taking]]
[[Traverse]]
[[PvP]]
[[Evade]]
[[Narration Structures]]
[[Excluding Goals]]
[[Last Man Standing]]
[[Tiebreakers]]
[[Gameplay Mastery]]
[[Symmetric Goals]]
[[Gain Ownership]]
[[Deliver]]


=== Can Instantiate ===
=== Can Instantiate ===
-
[[Combat]],
[[Excluding Goals]],
[[Gain Ownership]],
[[Gameplay Mastery]],
[[Narration Structures]],
[[Symmetric Goals]],
[[Tension]]


==== with ... ====
==== with [[Evade]] ====
[[Tactical Planning]]


=== Can Modulate ===
=== Can Modulate ===
-
[[Deliver]],
[[Higher-Level Closures as Gameplay Progresses]]


=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
-
[[Area Control]],
[[Capture]],
[[Boss Monsters]],
[[Enemies]],
[[Factions]],
[[Last Man Standing]],
[[Loyalty]],
[[Rhythm-Based Actions]],
[[Trick Taking]]


=== Can Be Modulated By ===
=== Can Be Modulated By ===
-
[[Achilles' Heels]],
[[Evade]],
[[Internal Rivalry]],
[[Narration Structures]],
[[Tiebreakers]]


=== Possible Closure Effects ===
=== Possible Closure Effects ===

Revision as of 09:03, 10 August 2022

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Instantiates: Conflict, Competition, Gain Ownership, Capture, Tension, Game Mastery, Excluding Goals, Symmetric Goals, Tournaments, Transfer of Control

Modulates: Delivery, Rescue, Higher-Level Closures as Gameplay Progresses, Player Elimination

Instantiated by: Last Man Standing, Tournaments, Enemies, Boss Monsters, Area Control

Modulated by: Achilles' Heels, Timing, Rhythm-Based Actions, Dexterity-Based Actions, Negotiation, Puzzle Solving, Luck, Orthogonal Unit Differentiation, Tiebreakers, Memorizing, Immersion

Left 4 Dead series

Can Instantiate

Combat, Excluding Goals, Gain Ownership, Gameplay Mastery, Narration Structures, Symmetric Goals, Tension

with Evade

Tactical Planning

Can Modulate

Deliver, Higher-Level Closures as Gameplay Progresses

Can Be Instantiated By

Area Control, Capture, Boss Monsters, Enemies, Factions, Last Man Standing, Loyalty, Rhythm-Based Actions, Trick Taking

Can Be Modulated By

Achilles' Heels, Evade, Internal Rivalry, Narration Structures, Tiebreakers

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Overcome 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

-