Predictable Winner
From gdp3
Revision as of 15:22, 7 January 2013 by Staffan Björk (Talk | contribs) (Created page with "Category:Subjective Patterns Category:Negative Patterns Category:Dynamic Patterns Category:Patterns Category:Needs revision Category:Needs examples [[Cate...")
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.
Contents
[hide]Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
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Can Be Instantiated By
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
History
New pattern created in this wiki.
References
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Acknowledgements
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