Difference between revisions of "Tournaments"
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=== Examples === | === Examples === | ||
+ | Many classical games, e.g., [[Chess]] and [[Go]], have many types of [[Tournaments]] arranged around them. Sports have been described as games that have organizations arranging tournaments in them and upholding their "official" rules (typically expanded by "tournament rules")<ref name="Sports@Wikipedia"/> | ||
+ | |||
+ | More recent examples of games which have [[Tournaments]] include [[Magic: The Gathering]] and [[Bloodbowl]] (which supports single players to have [[Tournaments]] through AI players in the [[Bloodbowl (computer game)|computer]] version). | ||
+ | |||
==== Anti-Examples ==== | ==== Anti-Examples ==== | ||
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== Relations == | == Relations == | ||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
− | - | + | [[Combat]], |
− | + | [[Closure Points]], | |
− | + | [[Drop-In/Drop-Out]], | |
+ | [[Extra-Game Consequences]], | ||
+ | [[Goal Hierarchies]], | ||
+ | [[Higher-Level Closures as Gameplay Progresses]], | ||
+ | [[Illusionary Rewards]], | ||
+ | [[Late Arriving Players]], | ||
+ | [[Meta Games]], | ||
+ | [[Overcome]], | ||
+ | [[Polyathlons]], | ||
+ | [[Repetitive Gameplay]], | ||
+ | [[Replayability]], | ||
+ | [[Self-Facilitated Games]], | ||
+ | [[Spectators]], | ||
+ | [[Tension]], | ||
+ | [[Tiebreakers]] | ||
=== Can Modulate === | === Can Modulate === | ||
− | + | [[Betting]], | |
+ | [[Gameplay Mastery]], | ||
+ | [[Multiplayer Games]], | ||
+ | [[Player Balance]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | + | [[Last Man Standing]], | |
+ | [[Minigames]], | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | - | + | [[Back-to-Back Game Sessions]], |
+ | [[Main Goals]], | ||
+ | [[Player Elimination]], | ||
+ | [[Scores]], | ||
+ | [[Tiebreakers]], | ||
+ | [[Tied Results]], | ||
+ | [[Time Limited Game Instances]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
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== References == | == References == | ||
<references> | <references> | ||
+ | <ref name="Sports@Wikipedia">[https://en.wikipedia.org/wiki/Sport Wikipedia's entry on Sports].</ref> | ||
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref> | <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref> | ||
</references> | </references> |
Latest revision as of 08:11, 23 February 2023
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Many classical games, e.g., Chess and Go, have many types of Tournaments arranged around them. Sports have been described as games that have organizations arranging tournaments in them and upholding their "official" rules (typically expanded by "tournament rules")[1]
More recent examples of games which have Tournaments include Magic: The Gathering and Bloodbowl (which supports single players to have Tournaments through AI players in the computer version).
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Combat, Closure Points, Drop-In/Drop-Out, Extra-Game Consequences, Goal Hierarchies, Higher-Level Closures as Gameplay Progresses, Illusionary Rewards, Late Arriving Players, Meta Games, Overcome, Polyathlons, Repetitive Gameplay, Replayability, Self-Facilitated Games, Spectators, Tension, Tiebreakers
Can Modulate
Betting, Gameplay Mastery, Multiplayer Games, Player Balance
Can Be Instantiated By
Can Be Modulated By
Back-to-Back Game Sessions, Main Goals, Player Elimination, Scores, Tiebreakers, Tied Results, Time Limited Game Instances
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Tournaments that was part of the original collection in the book Patterns in Game Design[2].
References
- ↑ Wikipedia's entry on Sports.
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-