Difference between revisions of "Tied Results"

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(Using the pattern)
(Potentially Conflicting With)
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
[[Tiebreakers]] is the most obvious way to design against the presences of [[Tied Results]] (but since this pattern can only be added if [[Tied Results]] would be possible, [[Tiebreakers]] both modulates and works against [[Tied Results]]). Other ways to avoid having [[Tied Results]] in games include using [[Excluding Goals]] or [[Perceivable Margins]].  
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[[Tiebreakers]] is the most obvious way to design against the presences of [[Tied Results]] (but since this pattern can only be added if [[Tied Results]] would be possible, [[Tiebreakers]] both modulates and works against [[Tied Results]]). Other ways to avoid having [[Tied Results]] in games include using [[Excluding Goals]].
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===

Revision as of 10:49, 24 January 2015

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Can Modulate

Tournaments

Can Be Instantiated By

Complete Resource Depletion, High Score Lists, Multiplayer Games, Races, Scores, Time Limits

Time Limited Game Instances together with Winning by Ending Gameplay

Potentially Conflicting With

Tiebreakers is the most obvious way to design against the presences of Tied Results (but since this pattern can only be added if Tied Results would be possible, Tiebreakers both modulates and works against Tied Results). Other ways to avoid having Tied Results in games include using Excluding Goals.

Interface Aspects

Consequences

Tied Results allow games to provide both Shared Penalties and Shared Rewards without designing players to be in Teams or other formal constellations. This can results in players agreeing to be in Uncommitted Alliances to shared the Penalties or Rewards. When this happens among players, a combined consequences of this is a form of Player-Decided Distributions.

Social Dilemmas can emerged from Tied Results in that players may be in the positions to let others share Rewards with them but with a reduced benefit for themselves.

Relations

Can Instantiate

Shared Penalties, Shared Rewards, Social Dilemmas, Uncommitted Alliances

with Shared Rewards and Uncommitted Alliances

Player-Decided Distributions

Can Modulate

Tournaments

Can Be Instantiated By

Complete Resource Depletion, High Score Lists, Multiplayer Games, Races, Scores, Time Limits

Time Limited Game Instances together with Winning by Ending Gameplay

Can Be Modulated By

Tiebreakers

Possible Closure Effects

-

Potentially Conflicting With

Excluding Goals, Perceivable Margins, Tiebreakers

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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