Tiebreakers
From gdp3
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
Can Instantiate
Excluding Goals, Social Dilemmas, Tension, Varying Rule Sets
Can Modulate
High Score Lists, Multiplayer Games, Races, Scores, Tied Results
Can Be Instantiated By
Scores together with
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
-