Polyathlons
Polyathlons are tournaments where each competition requires different skill sets.
This pattern is a still a stub.
One way to vary gameplay in a tournament is to make players play different kinds of games. As these games typically have different skill requirements, playing them makes the areas of competences required to win a Polyathlon larger than other forms of tournaments as well as making it more likely that players have different specialties. The latter allows more players to have experiences of winnings, as they can have partial victories within the tournament by winning individual games.
Contents
Examples
Several Sport competitions are structured as Polyathlons. Decathlon is the oldest established such competition but another example is Triathlons consisting of swimming, biking, and running components (with Ironman triathlons as an extreme version). Biathlons typically means combinations of cross-country skiing and rifle shooting but Chess Boxing is also a Biathlon.
Example: Triathlon,Pentathlon andDecathlon, where the outcome of the whole event is based on the outcome of a series of game instances of different sports; pistol shooting, fencing, swimming, riding and cross-country running in the case of Pentathlon.
Example: WarioWare, Inc. consists of many Mini Games, which are played sequentially to progress in the main game.
With the exception of Chess Boxing, Hybrid Sports[1] are not Polyathlons since they combine the rules of two or more sports at the same time instead of making the gameplay switch between the sports.
Using the pattern
Polyathlons are games consisting of several different games or events. This means that designing Polyathlons consist of creating Tournaments
The games in a Polyathlon can either be chosen to require particular skills within a category of expertise, or be chosen to spread the requirements between categories (such as Dexterity-Based Actions, Memorizing, Luck, Negotiation, or Rhythm-Based Actions). When the requirements are different, player can choose to develop specific Competence Areas as part of their planning.
Polyathlons do not have to be so complex that they require several different play sessions to complete. Using, for example, Quick Games, as in WarioWare, Inc., a Polyathlon can have the same time requirement as ordinary games.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
The primary use of Polyathlons is to provide Varied Gameplay for players and force them to either prioritize some Competence Areas or be a generalist. If players can affect which games are to be played through having a Selectable Set of Goals, Polyathlons lets players use Extra-Game Information knowledge about other players' skills at playing specific games, especially if choosing one game means excluding another.
Relations
Can Instantiate
Competence Areas, Varied Gameplay
with Selectable Set of Goals
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Polyathlons that was part of the original collection in the book Patterns in Game Design[2].
References
- ↑ Wikipedia entry for hybrid sports.
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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