Tiebreakers
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
Can Be Instantiated By
Perceivable Margins, Resources, Tournaments
Scores together with
Can Be Modulated By
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, Varying Rule Sets
Can Modulate
Competition, Conflicts, High Score Lists, Multiplayer Games, Overcome, Races, Scores, Tied Results, Tournaments
Can Be Instantiated By
Perceivable Margins, Resources, Tournaments
Scores together with
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
-