Difference between revisions of "Tiebreakers"
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== Using the pattern == | == Using the pattern == | ||
+ | [[Tiebreakers]] are | ||
+ | |||
+ | |||
+ | |||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Perceivable Margins]], | [[Perceivable Margins]], | ||
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[[Tournaments]] | [[Tournaments]] | ||
− | [[Scores]] together with | + | [[Scores]] together with [[Winning by Ending Gameplay]] |
=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Resource Management]] | [[Resource Management]] | ||
+ | |||
+ | Somewhat paradoxical, [[Tiebreakers]] can result in [[Tied Results]]... when this can occur designers can add additional [[Tiebreakers]] or accept than in rare circumstances [[Tied Results]] are acceptable. | ||
+ | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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[[Social Dilemmas]], | [[Social Dilemmas]], | ||
[[Tension]], | [[Tension]], | ||
+ | [[Tied Results]], | ||
[[Varying Rule Sets]] | [[Varying Rule Sets]] | ||
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[[Races]], | [[Races]], | ||
[[Scores]], | [[Scores]], | ||
+ | [[Tiebreakers]], | ||
[[Tied Results]], | [[Tied Results]], | ||
[[Tournaments]] | [[Tournaments]] | ||
Line 86: | Line 95: | ||
[[Tournaments]] | [[Tournaments]] | ||
− | [[Scores]] together with | + | [[Scores]] together with [[Winning by Ending Gameplay]] |
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 13:18, 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
Tiebreakers are
Can Be Instantiated By
Perceivable Margins, Resources, Tournaments
Scores together with Winning by Ending Gameplay
Can Be Modulated By
Somewhat paradoxical, Tiebreakers can result in Tied Results... when this can occur designers can add additional Tiebreakers or accept than in rare circumstances Tied Results are acceptable.
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Conflicts, Excluding Goals, Social Dilemmas, Tension, Varying Rule Sets
Can Modulate
Competition, Conflicts, High Score Lists, Multiplayer Games, Overcome, Races, Scores, Tied Results, Tournaments
Potentially Conflicting With
Negotiation, Shared Penalties, Shared Rewards, Tied Results, Uncommitted Alliances
Relations
Can Instantiate
Conflicts, Excluding Goals, Social Dilemmas, Tension, Tied Results, Varying Rule Sets
Can Modulate
Competition, Conflicts, High Score Lists, Multiplayer Games, Overcome, Races, Scores, Tiebreakers, Tied Results, Tournaments
Can Be Instantiated By
Perceivable Margins, Resources, Tournaments
Scores together with Winning by Ending Gameplay
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Negotiation, Shared Penalties, Shared Rewards, Tied Results, Uncommitted Alliances
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
-