Show page Old revisions Backlinks Rename Page You've loaded an old revision of the document! If you save it, you will create a new version with this data. Media Files ====== Conquer-defend ====== 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**. 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. **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]]. Μπορεί να πάρει διάφορες μορφές, όπως την παραμονή στην περιοχή εχθρικών παιχτών για κάποιο χρονικό διάστημα, την 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 === {{tag>challenge}} Please fill all the letters into the box to prove you're human. B R P M H Please keep this field empty: Save Preview Cancel Edit summary Note: By editing this page you agree to license your content under the following license: CC Attribution-Noncommercial 4.0 International