Difference between revisions of "Betting"
(→Consequences) |
(→Consequences) |
||
Line 49: | Line 49: | ||
== Consequences == | == Consequences == | ||
− | [[Betting]] is action which offers [[Rewards]] based on the risk of losing [[Investments]], and as such is a typical example of [[Risk/Reward]]. As long as the bet isn't immediately resolved, the pattern supports [[Anticipation]] and [[Tension]] due to [[Delayed Effects]]. | + | [[Betting]] is action which offers [[Rewards]] based on the risk of losing [[Investments]], and as such is a typical example of [[Risk/Reward]]. As long as the bet isn't immediately resolved, the pattern supports [[Anticipation]] and [[Tension]] due to [[Delayed Effects]] and [[Hovering Closures]]. |
When [[Betting]] is done against others, it is a form of [[Conflict]] but it can also indirectly be related to [[Conflict]] if one is [[Betting]] on others failing or suffering negative consequences. | When [[Betting]] is done against others, it is a form of [[Conflict]] but it can also indirectly be related to [[Conflict]] if one is [[Betting]] on others failing or suffering negative consequences. | ||
+ | |||
=== Can Instantiate === | === Can Instantiate === | ||
Line 57: | Line 58: | ||
[[Closed Economies]], | [[Closed Economies]], | ||
[[Emotional Engrossment]], | [[Emotional Engrossment]], | ||
− | |||
[[Freedom of Choice]], | [[Freedom of Choice]], | ||
[[Gameplay Mastery]], | [[Gameplay Mastery]], | ||
− | |||
[[Luck]], | [[Luck]], | ||
[[Player-Defined Goals]], | [[Player-Defined Goals]], | ||
[[Randomness]], | [[Randomness]], | ||
[[Resource Management]], | [[Resource Management]], | ||
− | |||
[[Social Skills]], | [[Social Skills]], | ||
[[Transfer of Control]], | [[Transfer of Control]], | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== Can Modulate === | === Can Modulate === |
Revision as of 12:16, 25 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
Can Be Instantiated By
Gain Ownership, Ownership, Spectators, Uncertainty of Outcome
Can Be Modulated By
Arithmetic Progression, Dedicated Game Facilitators, Imperfect Information, Quick Games, Predictable Consequences, Strategic Knowledge, Tournaments,
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Betting is action which offers Rewards based on the risk of losing Investments, and as such is a typical example of Risk/Reward. As long as the bet isn't immediately resolved, the pattern supports Anticipation and Tension due to Delayed Effects and Hovering Closures.
When Betting is done against others, it is a form of Conflict but it can also indirectly be related to Conflict if one is Betting on others failing or suffering negative consequences.
Can Instantiate
Bluffing, Closed Economies, Emotional Engrossment, Freedom of Choice, Gameplay Mastery, Luck, Player-Defined Goals, Randomness, Resource Management, Social Skills, Transfer of Control,
Can Modulate
Bidding, Gain Ownership, Resources
Relations
Can Instantiate
Anticipation, Bluffing, Closed Economies, Conflict, Delayed Effects, Emotional Engrossment, Extra-Game Consequences, Freedom of Choice, Gameplay Mastery, Hovering Closures, Investments, Luck, Player-Defined Goals, Randomness, Resource Management, Rewards, Risk/Reward, Self-Facilitated Games, Social Skills, Tension, Transfer of Control,
with Extra-Game Consequences
with Self-Facilitated Games
Can Modulate
Bidding, Gain Ownership, Resources
Can Be Instantiated By
Gain Ownership, Ownership, Spectators, Uncertainty of Outcome
Can Be Modulated By
Arithmetic Progression, Dedicated Game Facilitators, Imperfect Information, Quick Games, Predictable Consequences, Strategic Knowledge, 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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-