Difference between revisions of "Beat the Leader"
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Games that have [[Player-Decided Distributions]] or [[Player-Decided Results]] are likely to be used for [[Beat the Leader]] if this is possible for players to perceive a possible leader. | Games that have [[Player-Decided Distributions]] or [[Player-Decided Results]] are likely to be used for [[Beat the Leader]] if this is possible for players to perceive a possible leader. | ||
+ | [[End State Scoring]] | ||
[[Secret Scoring Mechanisms]] | [[Secret Scoring Mechanisms]] | ||
− | |||
− | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | [[Secret Goals]] | + | [[End State Scoring]], |
+ | [[Secret Goals]], | ||
+ | [[Secret Scoring Mechanisms]] | ||
== History == | == History == |
Revision as of 12:33, 15 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Beat the Leader can occur both in games with PvP and with TvT since a leader can be either an individual player or a Team. The actual design of Beat the Leader consists of providing to characteristics to a game design: making it possible for players to perceive a leader and giving them means to work together against that perceived leader.
Can Be Instantiated By
Perfect Information, Predictable Winner, Score Tracks
Potentially Conflicting With
In contrast, the use of Secret Goals makes it more difficult or impossible to judge who is the leader.
Games that have Player-Decided Distributions or Player-Decided Results are likely to be used for Beat the Leader if this is possible for players to perceive a possible leader.
End State Scoring Secret Scoring Mechanisms
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Beat the Leader make players enter Temporary and Uncommitted Alliances against perceived leaders, and this can is some cases take the form of Betrayal.
Can Modulate
Relations
Can Instantiate
Betrayal, Temporary Alliances, Uncommitted Alliances
Can Modulate
Can Be Instantiated By
Perfect Information, Player-Decided Distributions, Player-Decided Results, Predictable Winner, Score Tracks
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
End State Scoring, Secret Goals, Secret Scoring Mechanisms
History
New pattern created in this wiki.
References
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Acknowledgements
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