Difference between revisions of "Beat the Leader"

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(Consequences)
(Relations)
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Betrayal]],  
 
[[Betrayal]],  
 +
[[Excluding Groups]],
 
[[Temporary Alliances]],  
 
[[Temporary Alliances]],  
 
[[Uncommitted Alliances]]
 
[[Uncommitted Alliances]]
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Aim & Shoot]],
 +
[[Interruptible Actions]],
 
[[Perfect Information]],  
 
[[Perfect Information]],  
 
[[Player-Decided Distributions]],  
 
[[Player-Decided Distributions]],  
 
[[Player-Decided Results]],  
 
[[Player-Decided Results]],  
 
[[Predictable Winner]],  
 
[[Predictable Winner]],  
[[Score Tracks]]
+
[[Score Tracks]],
 +
[[Trading]],
 +
[[Voting]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 12:50, 15 January 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Beat the Leader can occur both in games with PvP and with TvT since a leader can be either an individual player or a Team. The actual design of Beat the Leader consists of providing to characteristics to a game design: making it possible for players to perceive a leader and giving them means to work together against that perceived leader.

Perfect Information, Predictable Winner, and Score Tracks are all ways to give players possibilities of perceived who is leading (even if this may be an erroneous perception). In contrast, the use of End State Scoring, Secret Goals, and Secret Scoring Mechanisms makes it more difficult or impossible to judge who is the leader.

Players of PvP or TvT games may already have actions available that can be used to directly Beat the Leader, e.g. Aim & Shoot but indirect means can also be considered; Games that have Player-Decided Distributions or Player-Decided Results are for example likely to be used for Beat the Leader if this is possible for players to perceive a possible leader. Interruptible Actions, Trading, and Voting and other examples of actions where players can easily come together to Beat the Leader if they can agree that a leader exists.

Interface Aspects

While Beat the Leader is not a Interface Pattern per se, it does rely on how players can make judgments about who is leading a game instance.

Consequences

Beat the Leader make players enter Temporary and Uncommitted Alliances against perceived leaders, and this can is some cases take the form of Betrayal. It creates Excluding Groups in that the leader is excluded from the other players.

Relations

Can Instantiate

Betrayal, Excluding Groups, Temporary Alliances, Uncommitted Alliances

Can Modulate

PvP, TvT

Can Be Instantiated By

Aim & Shoot, Interruptible Actions, Perfect Information, Player-Decided Distributions, Player-Decided Results, Predictable Winner, Score Tracks, Trading, Voting

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

End State Scoring, Secret Goals, Secret Scoring Mechanisms

History

New pattern created in this wiki.

References

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Acknowledgements

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