Difference between revisions of "Tied Results"
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== Relations == | == Relations == | ||
+ | --- | ||
+ | old | ||
+ | |||
+ | --- | ||
+ | new | ||
+ | |||
+ | [[High Score Lists]] | ||
+ | [[Time Limits]] | ||
+ | [[Betrayal]] | ||
+ | [[Time Limited Game Instances]] | ||
+ | [[Tension]] | ||
+ | [[Multiplayer Games]] | ||
+ | [[Races]] | ||
+ | [[Excluding Goals]] | ||
+ | [[Scores]] | ||
+ | [[Winning by Ending Gameplay]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 08:28, 23 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
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
--- old
--- new
High Score Lists Time Limits Betrayal Time Limited Game Instances Tension Multiplayer Games Races Excluding Goals Scores Winning by Ending Gameplay
Can Instantiate
-
with ...
Can Modulate
-
Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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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
-