Difference between revisions of "Tiebreakers"
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Somewhat paradoxical, [[Tiebreakers]] can result in [[Tied Results]]... when this can occur designers can add additional [[Tiebreakers]] or accept than in rare circumstances [[Tied Results]] are acceptable. | Somewhat paradoxical, [[Tiebreakers]] can result in [[Tied Results]]... when this can occur designers can add additional [[Tiebreakers]] or accept than in rare circumstances [[Tied Results]] are acceptable. | ||
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+ | === Can Modulate === | ||
+ | [[Competition]], | ||
+ | [[High Score Lists]], | ||
+ | [[Multiplayer Games]], | ||
+ | [[Overcome]], | ||
+ | [[Races]], | ||
+ | [[Scores]], | ||
+ | [[Tied Results]], | ||
+ | [[Tournaments]] | ||
Revision as of 13:43, 24 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
Chess can end in draws.
Using the pattern
Tiebreakers are
Can Be Instantiated By
Perceivable Margins, Resources, Tournaments
Scores together with Winning by Ending Gameplay
Can Be Modulated By
Somewhat paradoxical, Tiebreakers can result in Tied Results... when this can occur designers can add additional Tiebreakers or accept than in rare circumstances Tied Results are acceptable.
Can Modulate
Competition, High Score Lists, Multiplayer Games, Overcome, Races, Scores, Tied Results, Tournaments
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
By not allowing Tied Results, Tiebreakers make goals into Excluding Goals and thereby increase or create Conflict and Tension. The use of "sudden death" extensions to gameplay as Tiebreakers can be seen as a use of Varying Rule Sets because the length of game instances can be extended in some of them. Tiebreakers can cause Social Dilemmas in that it is not possible to shared Rewards or Penalties with other players even when one wishes to.
When Tiebreakers prevent Tied Results, they also prevent Shared Penalties and Shared Rewards. This in turn removes a possibility for player to engage in Negotiation to form Uncommitted Alliances aimed at sharing these Rewards (and less commonly Penalties).
Relations
Can Instantiate
Conflicts, Excluding Goals, Social Dilemmas, Tension, Tied Results, Varying Rule Sets
Can Modulate
Competition, Conflicts, High Score Lists, Multiplayer Games, Overcome, Races, Scores, Tiebreakers, Tied Results, Tournaments
Can Be Instantiated By
Perceivable Margins, Resources, Tournaments
Scores together with Winning by Ending Gameplay
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Negotiation, Shared Penalties, Shared Rewards, Tied Results, Uncommitted Alliances
History
An updated version of the pattern Tiebreakers 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
-