Difference between revisions of "Betting"

From gdp3
Jump to: navigation, search
(Consequences)
(Consequences)
Line 49: Line 49:
  
 
== Consequences ==
 
== Consequences ==
and as long as  
+
[[Betting]] is action which offers [[Rewards]] based on the risk of losing [[Investments]], and as such is a typical example of [[Risk/Reward]]. As long as the bet isn't immediately resolved, the pattern supports [[Anticipation]] and [[Tension]] due to [[Delayed Effects]].
 +
 
 +
When [[Betting]] is done against others, it is a form of [[Conflict]] but it can also indirectly be related to [[Conflict]] if one is [[Betting]] on others failing or suffering negative consequences.
 +
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Anticipation]],
 
 
[[Bluffing]],  
 
[[Bluffing]],  
 
[[Closed Economies]],  
 
[[Closed Economies]],  
[[Conflict]],
 
[[Delayed Effects]],
 
 
[[Emotional Engrossment]],  
 
[[Emotional Engrossment]],  
 
[[Extra-Game Consequences]],  
 
[[Extra-Game Consequences]],  
Line 61: Line 61:
 
[[Gameplay Mastery]],  
 
[[Gameplay Mastery]],  
 
[[Hovering Closures]],  
 
[[Hovering Closures]],  
[[Investments]],
 
 
[[Luck]],  
 
[[Luck]],  
 
[[Player-Defined Goals]],  
 
[[Player-Defined Goals]],  
 
[[Randomness]],  
 
[[Randomness]],  
 
[[Resource Management]],  
 
[[Resource Management]],  
[[Rewards]],
 
[[Risk/Reward]],
 
 
[[Self-Facilitated Games]],  
 
[[Self-Facilitated Games]],  
 
[[Social Skills]],  
 
[[Social Skills]],  
[[Tension]],
 
 
[[Transfer of Control]],  
 
[[Transfer of Control]],  
  

Revision as of 12:03, 25 April 2018

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Investing resources in the likelihood of an outcome. Betting is the act of risking resources for the chance of winning more resources than was used. The proportions between what is gained and what is risked is linked to the perceived probability of winning, but in the case where Betting is done by players this does not have to be close to the real probability.

Example: Roulette is a typical example where the exchanges rate between bets and rewards are open and the probability for each outcome is static. The proportions between investments and rewards are tilted in the house's favor and the knowledge of this and the probabilities is easily available.

Example: betting in Poker is based on the cards held and the actions of other players. The proportions between risk and reward in Poker are not fixed but vary due to the willingness of all players to bet.

Examples

Gambling Games

Anti-Examples

optional

Using the pattern

Can Be Instantiated By

Gain Ownership, Ownership, Spectators, Uncertainty of Outcome

Can Be Modulated By

Arithmetic Progression, Dedicated Game Facilitators, Imperfect Information, Quick Games, Predictable Consequences, Strategic Knowledge, Tournaments,

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Betting is action which offers Rewards based on the risk of losing Investments, and as such is a typical example of Risk/Reward. As long as the bet isn't immediately resolved, the pattern supports Anticipation and Tension due to Delayed Effects.

When Betting is done against others, it is a form of Conflict but it can also indirectly be related to Conflict if one is Betting on others failing or suffering negative consequences.

Can Instantiate

Bluffing, Closed Economies, Emotional Engrossment, Extra-Game Consequences, Freedom of Choice, Gameplay Mastery, Hovering Closures, Luck, Player-Defined Goals, Randomness, Resource Management, Self-Facilitated Games, Social Skills, Transfer of Control,

with Extra-Game Consequences

Committed Goals

with Self-Facilitated Games

Meta Games

Can Modulate

Bidding, Gain Ownership, Resources

Relations

Can Instantiate

Anticipation, Bluffing, Closed Economies, Conflict, Delayed Effects, Emotional Engrossment, Extra-Game Consequences, Freedom of Choice, Gameplay Mastery, Hovering Closures, Investments, Luck, Player-Defined Goals, Randomness, Resource Management, Rewards, Risk/Reward, Self-Facilitated Games, Social Skills, Tension, Transfer of Control,

with Extra-Game Consequences

Committed Goals

with Self-Facilitated Games

Meta Games

Can Modulate

Bidding, Gain Ownership, Resources

Can Be Instantiated By

Gain Ownership, Ownership, Spectators, Uncertainty of Outcome

Can Be Modulated By

Arithmetic Progression, Dedicated Game Facilitators, Imperfect Information, Quick Games, Predictable Consequences, Strategic Knowledge, Tournaments,

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Betting 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

-