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en:patterns:conquer-defend [2015/12/18 12:35] 127.0.0.1 external edit |
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:digital_object|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 on: streetgames]] | ||
| - | Μπορεί να πάρει διάφορες μορφές, όπως την παραμονή στην περιοχή εχθρικών παιχτών για κάποιο χρονικό διάστημα, την | + | [[en:patterns:videogames|Based on: videogames]] |
| - | + | ||
| - | 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>.}} | ||