Difference between revisions of "Tiebreakers"
From gdp3
(→Relations) |
(→Relations) |
||
Line 32: | Line 32: | ||
---old | ---old | ||
Instantiates: | Instantiates: | ||
− | [[Conflicts | + | [[Conflicts]] |
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
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
-
with ...
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
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
-