Card · SI-03
Pursuit
Confrontation and tension
Pursuit
Frame · Confrontation and tension situational
Someone chases, someone flees – movement, pace, the shrinking of the gap. The question is not whether, but when.
Design question – In your game someone is pursued. Who has the advantage – the pursuer (strength) or the fugitive (flexibility)? And what happens when the gap reaches zero?
Reference example – Scotland Yard: Mister X on the run, the detectives closing in move by move. Temple Run: running, jumping, dodging – the pursuer is always on your heels. Football: the counter-attack – the striker sprints, the defence behind her, the lead shrinks.
Associations
- Typical Activities – Chasing, Escaping, Navigating, Hiding
Coherence
Activities: Chasing, Escaping, Navigating, Hiding. Mechanisms: Area Movement, Asymmetry (hunter vs. prey), Hidden Movement, Timer (the gap as a counter). Ludic Organisational Structures: spatial order (routes, shortcuts), conflict order. Ludic Narrational Structure: linear narration (climax at capture or escape), iterative narration (repeated near-encounters).
Belongs to the stack
- Situational
- Situational (26 cards)
- Ludic Frame
- To the term
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- SI-04 Standoff
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