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en:patterns:conquer-defend [2015/12/18 12:33]
chris
en:patterns:conquer-defend [2021/05/30 11:44] (current)
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-   ====== Conquer-defend ======+ ====== Conquer-defend ======
 The players try to **conquer or defend** an **area** or a **mark** in physical space. The players try to **conquer or defend** an **area** or a **mark** in physical space.
  
 The pattern is used commonly in [[en:​patterns:​videogames|videogames]] and in [[en:​patterns:​street_games|street games]] where players try to capture the **mark** of the opposing team. If the mark is stationary, it is referred to as **flag**. When it is moving, it is usually referred to as **briefcase**. ​ The pattern is used commonly in [[en:​patterns:​videogames|videogames]] and in [[en:​patterns:​street_games|street games]] where players try to capture the **mark** of the opposing team. If the mark is stationary, it is referred to as **flag**. When it is moving, it is usually referred to as **briefcase**. ​
  
-Conditions for acquiring the opponents'​ mark can vary. For example it can be a [[en:​patterns:​proximity|proximity]] event, the presence in an area for a specific minimum time, the [[en:​patterns:​stealing|stealing]] of a [[en:​patterns:​ψηφιακό_αντικείμενο|αντικειμένου]] όπως μια σημαία κλπ.+Conditions for acquiring the opponents'​ mark can vary. For example it can be a [[en:​patterns:​proximity|proximity]] event, the presence in an area for a specific minimum time, the [[en:​patterns:​stealing|stealing]] of a [[en:​patterns:​digital_object|digital object]] etc.
  
 +**Conquer-defend** can be an [[en:​patterns:​ending_condition|ending condition]] and it can be employed for [[en:​patterns:​temporal_structure|temporally structuring]] a game (e.g. require 3 wins). ​
  
 +**Conquer-defend** with static marks imposes a [[en:​patterns:​spatial_structure|spatial structure]] in the physical playground. In real settings, unlike videogames, the physical //arena// is not uniform. This should be taken into account so as to balance the [[en:​patterns:​competition|competition]].
  
-**Conquer-defend** with static marks imposes a [[en:​patterns:​spatial_structure|spatial structure]] in the physical playground. In real settings, unlike videogames, the //arena// is not uniform. This should be taken into account so as to balance the [[en:patterns:​competition|competition]].+---- 
 +=== Related patterns === 
 +[[en:​patterns:​videogames|Based onstreetgames]]
  
-Μπορεί να πάρει διάφορες μορφές,​ όπως την παραμονή στην περιοχή εχθρικών παιχτών για κάποιο χρονικό διάστημα,​ την  +[[en:​patterns:​videogames|Based onvideogames]]
- +
-Μπορεί να είναι ​[[en:​patterns:​temporal_structure|επαναλαμβανόμενο]] (π.χ. στις 3 νίκες) και να αποτελεί μια [[en:patterns:​ending_condition|συνθήκη τέλους]].  +
- +
-Μπορεί να συνδυαστεί με κάποιο [[en:​patterns:​narrative|αφηγηματικό]] πλαίσιο ή το ίδιο το μοτίβο να συνιστά αφηγηματικό πλαίσιο.+
  
 +----
 === Related heuristics === === Related heuristics ===
 +[[en:​heuristics:​heuristics#​1.1]]
  
 {{tag>​challenge}} {{tag>​challenge}}
 +{{tag>​multiplayer}}
 +{{tag>​physical_space}}
 +
 +----
 +=== Backlinks ===
 +{{backlinks>​.}}