Difference between revisions of "Kingmaker"
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=== Examples === | === Examples === | ||
+ | Wikipedia lists the television series Survivor as an example where [[Kingmaker]] situations are explicitly designed for. | ||
== Using the pattern == | == Using the pattern == |
Revision as of 10:08, 24 July 2016
Gameplay situations where a player cannot win but can decide which other player should.
Games provide players with possibilities to do actions that can influence their own and other players' positions in the game state. While players typically try to improve their own situations — otherwise they are arguable not gaming — this is not always possible. Something players can perform actions but only positively affect the situations of other players. Taken to the extreme, this can allow, or force, a player to make an action that determines who will win a game as long as it isn't the player itself. Such players are Kingmakers.
Wikipedia has a page on the same concept under the name Kingmaker Scenario.
Contents
Examples
Wikipedia lists the television series Survivor as an example where Kingmaker situations are explicitly designed for.
Using the pattern
The possibility of Kingmaker situation in games are in many cases unwanted so it is usually a Negative Pattern. The typical causes for it to occur are Early Elimination, Early Leaving Players, Predictable Winner, Possibility of Graceful Surrender, and Unwinnable Game States so one strategy to avoid Kingmaker possibilities is to avoid those patterns. If its presence has been observed in a game, it can be mitigated by Exaggerated Perception of Influence (which can trick players into believing they have a chance to win and thereby not engage in kingmaking. It can also be mitigated by giving players Value of Effort for their gameplay so they don't end or unbalance game instances just because they themselves cannot win.
Kingmaker typically occurs in the Endgame of a game since this is when positions are more or less established.
Consequences
Kingmaker typically occurs in the Endgame when players' positions tend to rather clearly established. This makes the number of candidates for winning narrower and in this sense Kingmaker can help players perceive a Predictable Winner.
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Early Elimination, Early Leaving Players, Predictable Winner, Possibility of Graceful Surrender, Unwinnable Game States
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
Exaggerated Perception of Influence, Value of Effort
History
New pattern created in this wiki.
References
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Acknowledgements
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