Research Article

Pegasus: A Simulation Tool to Support Design of Progression Games

Table 1

Patterns in game design and their relationships.

PatternInstantiatesInstantiated by

Game world-Levels
LevelsGame world-
Inaccessible areasTraversing-
EnemiesCombatBoss monsters, Avatars, Units, Elimination
Boss monstersEnemiesElimination
ObstaclesInaccessible areas-
AvatarsEnemies-
UnitsEnemies, Resources-
ToolsImproved abilities, RewardsPick-ups
Pick-upsToolsPower-ups, Resources
Power-upsPick-ups, Improved abilities-
LivesResources-
ResourcesPick-ups, Rewards, PenaltiesUnits, Lives
CombatRandomness, ResourcesElimination, Enemies
Movement-Traversing
Improved abilitiesRewardsPower-ups, Tools
RewardsBalancingImproved abilities, Tools
Penalties-Elimination, Resources
EliminationCombat, Penalties, Enemies, Boss Monsters -
TraversingMovement-
RandomnessBalancingCombat
Balancing-Rewards, Randomness