Tied Results
From gdp3
Revision as of 08:55, 23 January 2015 by Staffan Björk (Talk | contribs)
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
--- old
--- new
High Score Lists Time Limits Betrayal Time Limited Game Instances Tension Multiplayer Games Races Excluding Goals Scores Winning by Ending Gameplay
Can Instantiate
Player-Decided Distributions, Shared Penalties, Shared Rewards, Social Dilemmas, Uncommitted Alliances
Can Modulate
Can Be Instantiated By
Complete Resource Depletion, Races
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
Perceivable Margins, Tiebreakers
History
An updated version of the pattern Tied Results 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
-