Predictable Winner

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

This pattern is subjective since be able to understand if there is a player with strong likelihood to win may depend on cognitive abilities and gameplay skill.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Beat the Leader

Can Modulate

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Can Be Instantiated By

Gameplay Mastery

Can Be Modulated By

Drop-In/Drop-Out, Imperfect Information, Surrendering, Randomness, Beat the Leader

Possible Closure Effects

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Potentially Conflicting With

Randomness

History

New pattern created in this wiki.

References

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Acknowledgements

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