Last Man Standing: Difference between revisions
| Line 35: | Line 35: | ||
== Relations == | == Relations == | ||
[[Winning by Ending Gameplay]] | [[Winning by Ending Gameplay]] | ||
=== Can Instantiate === | === Can Instantiate === | ||
| Line 49: | Line 40: | ||
[[Competition]], | [[Competition]], | ||
[[Conflicts]], | [[Conflicts]], | ||
[[Early Elimination]], | |||
[[Endgame]], | [[Endgame]], | ||
[[Higher-Level Closures as Gameplay Progresses]], | [[Higher-Level Closures as Gameplay Progresses]], | ||
| Line 62: | Line 54: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Eliminate]] | [[Eliminate]], | ||
[[Player Elimination]] | |||
[[Multiplayer Games]] together with [[Lives]] | |||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Possibility of Graceful Surrender]], | |||
[[Surrendering]] | |||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
Revision as of 15:45, 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
Can Instantiate
Collections, Competition, Conflicts, Early Elimination, 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
Multiplayer Games together with Lives
Can Be Modulated By
Possibility of Graceful Surrender, Surrendering
Possible Closure Effects
-
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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