Research Article
Pegasus: A Simulation Tool to Support Design of Progression Games
Table 1
Patterns in game design and their relationships.
| Pattern | Instantiates | Instantiated by |
| Game world | - | Levels | Levels | Game world | - | Inaccessible areas | Traversing | - | Enemies | Combat | Boss monsters, Avatars, Units, Elimination | Boss monsters | Enemies | Elimination | Obstacles | Inaccessible areas | - | Avatars | Enemies | - | Units | Enemies, Resources | - | Tools | Improved abilities, Rewards | Pick-ups | Pick-ups | Tools | Power-ups, Resources | Power-ups | Pick-ups, Improved abilities | - | Lives | Resources | - | Resources | Pick-ups, Rewards, Penalties | Units, Lives | Combat | Randomness, Resources | Elimination, Enemies | Movement | - | Traversing | Improved abilities | Rewards | Power-ups, Tools | Rewards | Balancing | Improved abilities, Tools | Penalties | - | Elimination, Resources | Elimination | Combat, Penalties, Enemies, Boss Monsters | - | Traversing | Movement | - | Randomness | Balancing | Combat | Balancing | - | Rewards, Randomness |
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