Difference between revisions of "Tied Results"
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== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
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[[Shared Penalties]], | [[Shared Penalties]], | ||
[[Shared Rewards]], | [[Shared Rewards]], |
Revision as of 10:45, 24 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Can Modulate
Can Be Instantiated By
Complete Resource Depletion, High Score Lists, Multiplayer Games, Races, Scores, Time Limits
Time Limited Game Instances together with Winning by Ending Gameplay
Can Be Modulated By
Potentially Conflicting With
Excluding Goals, Perceivable Margins, Tiebreakers
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Tied Results allow games to provide both Shared Penalties and Shared Rewards without designing players to be in Teams or other formal constellations.
Can Instantiate
. When the possibility of Shared Rewards for Tied Results exist and this creates Uncommitted Alliances among players a combined consequences of this is a form of Player-Decided Distributions.
Social Dilemmas can emerged from Tied Results in that players may be in the positions to let others share Rewards with them but with a reduced benefit for themselves.
Relations
Can Instantiate
Shared Penalties, Shared Rewards, Social Dilemmas, Uncommitted Alliances
Can Modulate
Can Be Instantiated By
Complete Resource Depletion, High Score Lists, Multiplayer Games, Races, Scores, Time Limits
Time Limited Game Instances together with Winning by Ending Gameplay
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Excluding Goals, Perceivable Margins, Tiebreakers
History
An updated version of the pattern Tied Results 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
-