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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>.}} |