Difference between revisions of "Betting"

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(Relations)
(Relations)
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[[Player-Defined Goals]]
 
[[Player-Defined Goals]]
  
Instantiates: [[Investments]], [[Risk/Reward]], [[Bluffing]], [[Luck]]
+
Instantiates: [[Luck]]
  
Modulates: [[Bidding]], [[Gain Ownership]]
+
Modulates: [[Gain Ownership]]
  
 
Instantiated by: [[Gain Ownership]], [[Ownership]]
 
Instantiated by: [[Gain Ownership]], [[Ownership]]
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Anticipation]],  
 
[[Anticipation]],  
 +
[[Bluffing]],
 
[[Closed Economies]],  
 
[[Closed Economies]],  
 
[[Conflict]],  
 
[[Conflict]],  
 
[[Emotional Engrossment]],  
 
[[Emotional Engrossment]],  
 +
[[Investments]],
 
[[Resource Management]],  
 
[[Resource Management]],  
 +
[[Risk/Reward]],
 
[[Transfer of Control]],  
 
[[Transfer of Control]],  
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Bidding]],
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 10:31, 8 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.

Examples

Gambling Games

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: Luck

Modulates: Gain Ownership

Instantiated by: Gain Ownership, Ownership

Can Instantiate

Anticipation, Bluffing, Closed Economies, Conflict, Emotional Engrossment, Investments, Resource Management, Risk/Reward, Transfer of Control,

Can Modulate

Bidding,

Can Be Instantiated By

-

Can Be Modulated By

Imperfect Information, Quick Games, Tournaments,

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

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

Acknowledgements

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