Difference between revisions of "Tied Results"
(→Examples) |
|||
Line 7: | Line 7: | ||
[[Category:To be Published]] | [[Category:To be Published]] | ||
[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] | ||
− | '' | + | ''Two or more results calculated during game that are treated as equal, and produce equal consequences for those with the results.'' |
− | + | Games often evaluate players against each other during gameplay and to determine their final positions after gameplay have finished. [[Tied Results]] occur when players are evaluated as equal according to some criteria and due to this receive the same rewards or penalties. | |
=== Examples === | === Examples === | ||
Line 18: | Line 18: | ||
== Using the pattern == | == Using the pattern == | ||
− | [[Tied Results]] depend on games evaluating situations, [[Races]], etc. by some means that allow two or more players to have the same evaluation. This is typically most easily done through using numerical values add providing many possibilities for small changes so that there are many possible ways to achieve the same values. Further, [[Tied Results]] require somebody to be tied with, so they normal situation is that [[Tied Results]] require [[Multiplayer Games]]. | + | [[Tied Results]] depend on games evaluating situations, [[Races]], etc. by some means that allow two or more players to have the same evaluation. This is typically most easily done through using numerical values add providing many possibilities for small changes so that there are many possible ways to achieve the same values. Further, [[Tied Results]] require somebody to be tied with, so they normal situation is that [[Tied Results]] require [[Multiplayer Games]]. [[Cooperation]] can be seen as an alternative to [[Tied Results]], here players will have the same consequences but without having been evaluated as having performed equally well (or bad). |
While [[Scores]] are obvious candidates for having [[Tied Results]], others include [[Races]] as well as games where [[Complete Resource Depletion]] or [[Time Limits]] that run out trigger [[Tied Results]]; the use of [[Time Limited Game Instances]] together with [[Winning by Ending Gameplay]] can be seen as a specific instance of the latter. [[High Score Lists]] allow [[Tied Results]] between game instances instead of within game instances and thereby show a way of designing around the normal requirement of [[Tied Results]] only being possible in [[Multiplayer Games]]. | While [[Scores]] are obvious candidates for having [[Tied Results]], others include [[Races]] as well as games where [[Complete Resource Depletion]] or [[Time Limits]] that run out trigger [[Tied Results]]; the use of [[Time Limited Game Instances]] together with [[Winning by Ending Gameplay]] can be seen as a specific instance of the latter. [[High Score Lists]] allow [[Tied Results]] between game instances instead of within game instances and thereby show a way of designing around the normal requirement of [[Tied Results]] only being possible in [[Multiplayer Games]]. |
Revision as of 11:21, 24 January 2015
Two or more results calculated during game that are treated as equal, and produce equal consequences for those with the results.
Games often evaluate players against each other during gameplay and to determine their final positions after gameplay have finished. Tied Results occur when players are evaluated as equal according to some criteria and due to this receive the same rewards or penalties.
Contents
Examples
Chess can end in a draw in several ways, including players agreeing on it, repetition of positions three times, or by logical deducation that checkmate is not possible.
Anti-Examples
Many Board Games have tiebreaker rules to ensure that Tied Results do not occur. Examples of such games are Amun-Re, Puerto Rico, and Race for the Galaxy. However, the tiebreakers may become tied themselves so some games can result in Tied Results even after going through two or three tiebreaking rules.
Using the pattern
Tied Results depend on games evaluating situations, Races, etc. by some means that allow two or more players to have the same evaluation. This is typically most easily done through using numerical values add providing many possibilities for small changes so that there are many possible ways to achieve the same values. Further, Tied Results require somebody to be tied with, so they normal situation is that Tied Results require Multiplayer Games. Cooperation can be seen as an alternative to Tied Results, here players will have the same consequences but without having been evaluated as having performed equally well (or bad).
While Scores are obvious candidates for having Tied Results, others include Races as well as games where Complete Resource Depletion or Time Limits that run out trigger Tied Results; the use of Time Limited Game Instances together with Winning by Ending Gameplay can be seen as a specific instance of the latter. High Score Lists allow Tied Results between game instances instead of within game instances and thereby show a way of designing around the normal requirement of Tied Results only being possible in Multiplayer Games.
Balancing Effects, Beat the Leader, and Player-Decided Distributions all steer results towards becoming Tied Results but do not in themselves allow for the presence of Tied Results. In addition, their ability to do this typically lessens the closer to a tie players are.
Tied Results can be used in Tournaments to actually add more granularity to them by allowing more types of outcomes to be transferred to the Meta Games the Tournaments represent.
Tiebreakers is the most obvious way to design against the presences of Tied Results (but since this pattern can only be added if Tied Results would be possible, Tiebreakers both modulates and works against Tied Results). Other ways to avoid having Tied Results in games include using Excluding Goals.
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. However, Tied Results work against the presence of Perceivable Margins since a Tied Result has no margin between those that are tied.
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
Can Modulate
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
Balancing Effects, Beat the Leader, Player-Decided Distributions, 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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-