Tournaments

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Many classical games, e.g., Chess and Go, have many types of Tournaments arranged around them. Sports have been described as games that have organizations arranging tournaments in them and upholding their "official" rules (typically expanded by "tournament rules")[1]

More recent examples of games which have Tournaments include Magic: The Gathering and Bloodbowl (which supports single players to have Tournaments through AI players in the computer version).


Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

Combat, Closure Points, Drop-In/Drop-Out, Extra-Game Consequences, Goal Hierarchies, Higher-Level Closures as Gameplay Progresses, Illusionary Rewards, Late Arriving Players, Meta Games, Overcome, Polyathlons, Repetitive Gameplay, Replayability, Self-Facilitated Games, Spectators, Tension, Tiebreakers

Can Modulate

Betting, Gameplay Mastery, Multiplayer Games, Player Balance

Can Be Instantiated By

Last Man Standing, Minigames,

Can Be Modulated By

Back-to-Back Game Sessions, Main Goals, Player Elimination, Scores, Tiebreakers, Tied Results, Time Limited Game Instances

Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Tournaments that was part of the original collection in the book Patterns in Game Design[2].

References

  1. Wikipedia's entry on Sports.
  2. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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