Difference between revisions of "Tied Results"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
 +
 +
=== Can Modulate ===
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[[Tournaments]]
 +
 +
=== Can Be Instantiated By ===
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[[Complete Resource Depletion]],
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[[High Score Lists]],
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[[Multiplayer Games]],
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[[Races]],
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[[Scores]],
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[[Time Limits]]
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[[Time Limited Game Instances]] together with [[Winning by Ending Gameplay]]
 +
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=== Can Be Modulated By ===
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[[Tiebreakers]]
 +
 +
=== Potentially Conflicting With ===
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[[Excluding Goals]],
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[[Perceivable Margins]],
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[[Tiebreakers]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
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=== Can Instantiate ===
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[[Player-Decided Distributions]],
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[[Shared Penalties]],
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[[Shared Rewards]],
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[[Social Dilemmas]],
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[[Uncommitted Alliances]]
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==== with [[Shared Rewards]] and [[Uncommitted Alliances]] ====
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[[Player-Decided Distributions]]
  
 
== Relations ==
 
== Relations ==

Revision as of 09:03, 23 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

Can Instantiate

Player-Decided Distributions, Shared Penalties, Shared Rewards, Social Dilemmas, Uncommitted Alliances

with Shared Rewards and Uncommitted Alliances

Player-Decided Distributions

Relations

Can Instantiate

Player-Decided Distributions, 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

-