Difference between revisions of "Predictable Winner"
From gdp3
(Created page with "Category:Subjective Patterns Category:Negative Patterns Category:Dynamic Patterns Category:Patterns Category:Needs revision Category:Needs examples [[Cate...") |
|||
Line 14: | Line 14: | ||
=== Examples === | === Examples === | ||
+ | The game [[First to 12]] is rarely played since the first player will win if he or she knows the optimal strategy. [[Tic-Tac-Toe]] can also be said to have the pattern since if both players are playing optimally, nobody will win (so the [[Predictable Winner]] is nobody). | ||
== Using the pattern == | == Using the pattern == |
Revision as of 15:29, 7 January 2013
The one-sentence "definition" that should be in italics.
This pattern is subjective since be able to understand if there is a player with strong likelihood to win may depend on cognitive abilities and gameplay skill.
Contents
Examples
The game First to 12 is rarely played since the first player will win if he or she knows the optimal strategy. Tic-Tac-Toe can also be said to have the pattern since if both players are playing optimally, nobody will win (so the Predictable Winner is nobody).
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
-
Can Be Instantiated By
Can Be Modulated By
Drop-In/Drop-Out, Imperfect Information, Surrendering, Randomness, Beat the Leader
Possible Closure Effects
-
Potentially Conflicting With
History
New pattern created in this wiki.
References
-
Acknowledgements
-