Difference between revisions of "Tiebreakers"
From gdp3
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== Relations == | == Relations == | ||
---old | ---old | ||
− | Instantiates: | + | Instantiates: |
+ | [[Conflicts]], [[Excluding Goals]], [[Tension]] | ||
Modulates: | Modulates: |
Revision as of 11:39, 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
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
---old Instantiates: Conflicts, Excluding Goals, Tension
Modulates: Conflicts, Competition, Tournaments, Overcome
Instantiated by: Perceivable Margins, Tournaments
Modulated by: Resource Management
Potentially conflicting with: Shared Penalties, Negotiation, Shared Rewards, Uncommitted Alliances
---new High Score Lists Tension Multiplayer Games Social Dilemmas Varying Rule Sets Sets Races Resources Excluding Goals Scores Winning by Ending Gameplay Tied Results
Can Instantiate
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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 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
-