Last Man Standing: Difference between revisions
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== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Collections]], | [[Collections]], | ||
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[[Symmetric Goals]], | [[Symmetric Goals]], | ||
[[Temporary Alliances]], | [[Temporary Alliances]], | ||
[[Tournaments]] | [[Tournaments]], | ||
[[Winning by Ending Gameplay]] | |||
=== Can Modulate === | === Can Modulate === | ||
Revision as of 15:46, 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, Winning by Ending Gameplay
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
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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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