Difference between revisions of "Winner determined after Gameplay Ends"
(→Relations) |
|||
Line 29: | Line 29: | ||
== Relations == | == Relations == | ||
− | + | === Can Instantiate === | |
− | [[ | + | [[Anticipation]], |
− | [[Construction/Scoring Phase Shift]] | + | [[Construction/Scoring Phase Shift]], |
− | [[ | + | [[Speedending]], |
[[Tension]] | [[Tension]] | ||
− | |||
− | |||
− | |||
=== Can Modulate === | === Can Modulate === | ||
Line 46: | Line 43: | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Gameplay Engine]], | ||
[[Scores]] | [[Scores]] | ||
Revision as of 10:33, 22 January 2015
Games where the winner(s) are determined after gameplay ends.
Many games give players to goal to win them against other players or against the game system. While some do this by giving goals that result in winning and ending games, others make players invest their efforts in various ways and only after some criteria has cause gameplay to end reveal or calculate who actually won (if anybody). The latter type of games make use of the pattern Winner determined after Gameplay Ends.
Contents
Examples
Go and Bridge are two classical games where the winner is formally declared after gameplay ends by calculating each player or teams score; Puerto Rico is a more modern example. So are the games Amun-Re, Concordia, Dominion, Egizia, and Race for the Galaxy but here some information is hidden so players may not be aware of who the actual winner is.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Anticipation, Construction/Scoring Phase Shift, Speedending, Tension
Can Modulate
Game Over, Time Limited Game Instances
Can Be Instantiated By
-
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Unwinnable Games, Winning by Ending Gameplay
History
New pattern created in this wiki.
References
-
Acknowledgements
-