Difference between revisions of "Tied Results"
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Races | Races |
Revision as of 08:31, 23 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
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
--- old
Shared Penalties, Player-Decided Distribution of Rewards & Penalties, Uncommitted Alliances, Shared Rewards
Races
Tournaments, Agents, Non-Renewable Resources
Social Dilemmas, Player-Decided Distribution of Rewards & Penalties
Perceivable Margins, Tiebreakers
--- new
High Score Lists Time Limits Betrayal Time Limited Game Instances Tension Multiplayer Games Races Excluding Goals Scores Winning by Ending Gameplay
Can Instantiate
-
with ...
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
-
History
An updated version of the pattern Tied Results that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-