Difference between revisions of "Tied Results"

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(Can Instantiate)
(Consequences)
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== Consequences ==
 
== Consequences ==
[[Tied Results]] allow games to provide both [[Shared Penalties]] and [[Shared Rewards]] without designing players to be in [[Teams]] or other formal constellations.  
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[[Tied Results]] allow games to provide both [[Shared Penalties]] and [[Shared Rewards]] without designing players to be in [[Teams]] or other formal constellations. This can results in players agreeing to be in [[Uncommitted Alliances]] to shared the [[Penalties]] or [[Rewards]]. When this happens among players, a combined consequences of this is a form of [[Player-Decided Distributions]].  
 
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[[Uncommitted Alliances]]
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=== Can Instantiate ===
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[[Player-Decided Distributions]],
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. 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]].  
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[[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.
 
[[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.

Revision as of 10:46, 24 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

Can Modulate

Tournaments

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

Tiebreakers

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. This can results in players agreeing to be in Uncommitted Alliances to shared the Penalties or Rewards. When this happens 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

with Shared Rewards and Uncommitted Alliances

Player-Decided Distributions

Can Modulate

Tournaments

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

Tiebreakers

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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