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Revision as of 14:03, 25 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
Chess can end in draws.
Using the pattern
Tiebreakers are applied to situations where Tied Results are possible and for some reason this is not wanted in the design, or the likelihood of it is wanted to be significantly lower (as for Tied Results, Tiebreakers typically only make sense in Multiplayer Games). While Tiebreakers can be applied to any situation where Tied Results can occur, they are often applied in situations where Competition or Overcome goals want to be put in focus, e.g. in Tournaments. More specifically, Tiebreakers are often applied to High Score Lists, Races or Scores. The actual Tiebreakers tend to be Resources, and while Scores can work this is typically already the value used that can have Tied Results; an example of when Scores can be Tiebreakers is games with Winning by Ending Gameplay but where several players can end at the same time.
The two main design solutions to actually create Tiebreakers are to either enforce Perceivable Margins or to use Tournaments to play new game instances or new sub parts of a game until the Tied Results are broken.
Can Be Modulated By
Somewhat paradoxical, Tiebreakers can result in Tied Results... when this can occur designers can add additional Tiebreakers or accept than in rare circumstances Tied Results are acceptable.
Can Modulate
,
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
By not allowing Tied Results, Tiebreakers make goals into Excluding Goals and thereby increase or create Conflict and Tension. The use of "sudden death" extensions to gameplay as Tiebreakers can be seen as a use of Varying Rule Sets because the length of game instances can be extended in some of them. Tiebreakers can cause Social Dilemmas in that it is not possible to shared Rewards or Penalties with other players even when one wishes to.
When Tiebreakers prevent Tied Results, they also prevent Shared Penalties and Shared Rewards. This in turn removes a possibility for player to engage in Negotiation to form Uncommitted Alliances aimed at sharing these Rewards (and less commonly Penalties).
Relations
Can Instantiate
Conflicts, Excluding Goals, Social Dilemmas, Tension, Tied Results, Varying Rule Sets
Can Modulate
Competition, Conflicts, High Score Lists, Multiplayer Games, Overcome, Races, Scores, Tiebreakers, Tied Results, Tournaments
Can Be Instantiated By
Perceivable Margins, Resources, Tournaments
Scores together with Winning by Ending Gameplay
Can Be Modulated By
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Possible Closure Effects
-
Potentially Conflicting With
Negotiation, Shared Penalties, Shared Rewards, Tied Results, Uncommitted Alliances
History
An updated version of the pattern Tiebreakers 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
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