Difference between revisions of "Predictable Winner"

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[[Category:Patterns]]
 
[[Category:Patterns]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
[[Category:Needs examples]]
 
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:To be Published]]
 
[[Category:To be Published]]
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''Games where the players can perceive who is very likely to win given the current gameplay circumstances.''
  
''The one-sentence "definition" that should be in italics.''
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Games typically rely on keeping gamers interested by letting them have a chance of winning, even if this chance may be very small. This is however countered for those that can perceive that one player is very likely to win - even if this may be themselves - and worsens the more of an public consensus that is achieved regarding who is the [[Predictable Winner]].
  
 
This pattern is [[:Category:Subjective Patterns|subjective]] since be able to understand if there is a player with strong likelihood to win may depend on cognitive abilities and gameplay skill.
 
This pattern is [[:Category:Subjective Patterns|subjective]] since be able to understand if there is a player with strong likelihood to win may depend on cognitive abilities and gameplay skill.
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== Using the pattern ==
 
== Using the pattern ==
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Games are rarely designed to have a [[Predictable Winner]], but it may occur either because some players can have [[Gameplay Mastery]] while other do not or through the possibility of [[Kingmaker|Kingmakers]]. For this reason, design choices regarding [[Predictable Winner]] usually concerns avoiding it or handling it when it occurs.
  
=== Diegetic Aspects ===
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[[Imperfect Information]] can be used to make it more difficult to judge to relative positions of players if the information is directly related to the winning conditions.
  
=== Interface Aspects ===
 
  
=== Narrative Aspects ===
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[[Randomness]] can likewise do so
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[[Exaggerated Perception of Influence]],
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=== Can Be Modulated By ===
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[[Beat the Leader]],
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[[Drop-In/Drop-Out]],
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[[Surrendering]]
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=== Possible Closure Effects ===
 +
-
 +
 
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=== Potentially Conflicting With ===
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[[Exaggerated Perception of Influence]],
 +
[[Imperfect Information]],
 +
[[Randomness]],
 +
[[Tension]]
  
 
== Consequences ==
 
== Consequences ==
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== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Beat the Leader]]
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[[Beat the Leader]],
 +
[[Kingmaker]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Gameplay Mastery]]
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[[Gameplay Mastery]],
 +
[[Kingmaker]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Beat the Leader]],
 
[[Drop-In/Drop-Out]],  
 
[[Drop-In/Drop-Out]],  
[[Imperfect Information]],
+
[[Surrendering]]
[[Surrendering]],
+
[[Randomness]],
+
[[Beat the Leader]]
+
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
[[Randomness]]
+
[[Exaggerated Perception of Influence]],
 +
[[Imperfect Information]],
 +
[[Randomness]],
 +
[[Tension]]
  
 
== History ==
 
== History ==

Revision as of 16:06, 7 January 2013

Games where the players can perceive who is very likely to win given the current gameplay circumstances.

Games typically rely on keeping gamers interested by letting them have a chance of winning, even if this chance may be very small. This is however countered for those that can perceive that one player is very likely to win - even if this may be themselves - and worsens the more of an public consensus that is achieved regarding who is the Predictable Winner.

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.

Examples

The game First to 12 is rarely played since the second 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

Games are rarely designed to have a Predictable Winner, but it may occur either because some players can have Gameplay Mastery while other do not or through the possibility of Kingmakers. For this reason, design choices regarding Predictable Winner usually concerns avoiding it or handling it when it occurs.

Imperfect Information can be used to make it more difficult to judge to relative positions of players if the information is directly related to the winning conditions.


Randomness can likewise do so

Exaggerated Perception of Influence,

Can Be Modulated By

Beat the Leader, Drop-In/Drop-Out, Surrendering

Possible Closure Effects

-

Potentially Conflicting With

Exaggerated Perception of Influence, Imperfect Information, Randomness, Tension

Consequences

Relations

Can Instantiate

Beat the Leader, Kingmaker

Can Modulate

-

Can Be Instantiated By

Gameplay Mastery, Kingmaker

Can Be Modulated By

Beat the Leader, Drop-In/Drop-Out, Surrendering

Possible Closure Effects

-

Potentially Conflicting With

Exaggerated Perception of Influence, Imperfect Information, Randomness, Tension

History

New pattern created in this wiki.

References

-

Acknowledgements

-