Difference between revisions of "Tied Results"
(→Using the pattern) |
|||
Line 17: | Line 17: | ||
== Using the pattern == | == Using the pattern == | ||
− | |||
− | |||
[[Tied Results]] depend on games evaluating situations, [[Races]], etc. by some means that allow two or more players to have the same evaluation. This is typically most easily done through using numerical values add providing many possibilities for small changes so that there are many possible ways to achieve the same values. | [[Tied Results]] depend on games evaluating situations, [[Races]], etc. by some means that allow two or more players to have the same evaluation. This is typically most easily done through using numerical values add providing many possibilities for small changes so that there are many possible ways to achieve the same values. | ||
Line 31: | Line 29: | ||
[[Time Limited Game Instances]] together with [[Winning by Ending Gameplay]] | [[Time Limited Game Instances]] together with [[Winning by Ending Gameplay]] | ||
+ | |||
+ | |||
+ | [[Balancing Effects]], [[Beat the Leader]], and [[Player-Decided Distributions]] all steer results towards becoming [[Tied Results]] but do not in themselves allow for the presence of [[Tied Results]]. In addition, their ability to do this typically lessens the closer to a tie players are. | ||
[[Tied Results]] can be used in [[Tournaments]] to actually add more granularity to them by allowing more types of outcomes to be transferred to the [[Meta Games]] the [[Tournaments]] represent. | [[Tied Results]] can be used in [[Tournaments]] to actually add more granularity to them by allowing more types of outcomes to be transferred to the [[Meta Games]] the [[Tournaments]] represent. | ||
Line 44: | Line 45: | ||
== Relations == | == Relations == | ||
+ | [[Balancing Effects]] | ||
+ | [[Player-Decided Distributions]] | ||
+ | [[Beat the Leader]] | ||
+ | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Shared Penalties]], | [[Shared Penalties]], |
Revision as of 10:56, 24 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
Tied Results depend on games evaluating situations, Races, etc. by some means that allow two or more players to have the same evaluation. This is typically most easily done through using numerical values add providing many possibilities for small changes so that there are many possible ways to achieve the same values.
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
Balancing Effects, Beat the Leader, and Player-Decided Distributions all steer results towards becoming Tied Results but do not in themselves allow for the presence of Tied Results. In addition, their ability to do this typically lessens the closer to a tie players are.
Tied Results can be used in Tournaments to actually add more granularity to them by allowing more types of outcomes to be transferred to the Meta Games the Tournaments represent.
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. However, Tied Results work against the presence of Perceivable Margins since a Tied Result has no margin between those that are tied.
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
Balancing Effects Player-Decided Distributions Beat the Leader
Can Instantiate
Shared Penalties, Shared Rewards, Social Dilemmas, Uncommitted Alliances
Can Modulate
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
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-