Difference between revisions of "Tied Results"

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(Consequences)
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== Consequences ==
 
== Consequences ==
 +
[[Tied Results]]
 +
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Player-Decided Distributions]],  
 
[[Player-Decided Distributions]],  
 
[[Shared Penalties]],  
 
[[Shared Penalties]],  
 
[[Shared Rewards]],  
 
[[Shared Rewards]],  
[[Social Dilemmas]],
 
 
[[Uncommitted Alliances]]
 
[[Uncommitted Alliances]]
  
==== with [[Shared Rewards]] and [[Uncommitted Alliances]] ====
+
. 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]].
[[Player-Decided Distributions]]
+
 
 +
[[Social Dilemmas]] can emerged from [[Tied Results]] in that players may be in the positions to let others
  
 
== Relations ==
 
== Relations ==

Revision as of 10:41, 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

Can Instantiate

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

. 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

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

-