Difference between revisions of "Betting"
Line 12: | Line 12: | ||
This pattern is a still a stub. | This pattern is a still a stub. | ||
+ | |||
+ | Investing resources in the likelihood of an outcome. | ||
+ | Betting is the act of risking resources for the chance of winning more resources than was used. The proportions between what is gained and what is risked is linked to the perceived probability of winning, but in the case where Betting is done by players this does not have to be close to the real probability. | ||
+ | |||
+ | Example: Roulette is a typical example where the exchanges rate between bets and rewards are open and the probability for each outcome is static. The proportions between investments and rewards are tilted in the house's favor and the knowledge of this and the probabilities is easily available. | ||
+ | |||
+ | Example: betting in Poker is based on the cards held and the actions of other players. The proportions between risk and reward in Poker are not fixed but vary due to the willingness of all players to bet. | ||
=== Examples === | === Examples === | ||
Line 50: | Line 57: | ||
[[Committed Goals]] | [[Committed Goals]] | ||
[[Player-Defined Goals]] | [[Player-Defined Goals]] | ||
+ | |||
+ | Instantiates: Meta Games, Conflict, Emotional Immersion, Anticipation, Closed Economies, Resource Management, Transfer of Control, Investments, Risk/Reward, Bluffing, Luck, Delayed Effects, Hovering Closures | ||
+ | |||
+ | Modulates: Bidding, Gain Ownership | ||
+ | |||
+ | Instantiated by: Gain Ownership, Ownership | ||
+ | |||
+ | Modulated by: Strategic Knowledge, Tournaments, Quick Games, Imperfect Information | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 14:19, 6 April 2018
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Investing resources in the likelihood of an outcome. Betting is the act of risking resources for the chance of winning more resources than was used. The proportions between what is gained and what is risked is linked to the perceived probability of winning, but in the case where Betting is done by players this does not have to be close to the real probability.
Example: Roulette is a typical example where the exchanges rate between bets and rewards are open and the probability for each outcome is static. The proportions between investments and rewards are tilted in the house's favor and the knowledge of this and the probabilities is easily available.
Example: betting in Poker is based on the cards held and the actions of other players. The proportions between risk and reward in Poker are not fixed but vary due to the willingness of all players to bet.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Randomness Tension Dedicated Game Facilitators Freedom of Choice Extra-Game Consequences Self-Facilitated Games Arithmetic Progression Delayed Effects Installations Strategic Knowledge Predictable Consequences Meta Games Social Skills Spectators Resources Rewards Hovering Closures Gameplay Mastery Committed Goals Player-Defined Goals
Instantiates: Meta Games, Conflict, Emotional Immersion, Anticipation, Closed Economies, Resource Management, Transfer of Control, Investments, Risk/Reward, Bluffing, Luck, Delayed Effects, Hovering Closures
Modulates: Bidding, Gain Ownership
Instantiated by: Gain Ownership, Ownership
Modulated by: Strategic Knowledge, Tournaments, Quick Games, Imperfect Information
Can Instantiate
-
with ...
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Betting 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
-