Tied Results

From gdp3
Revision as of 09:01, 23 January 2015 by Staffan Björk (Talk | contribs) (Relations)

Jump to: navigation, search

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Betrayal Tension Multiplayer Games


Can Instantiate

Player-Decided Distributions, Shared Penalties, Shared Rewards, Social Dilemmas, Uncommitted Alliances

with Shared Rewards and Uncommitted Alliances

Player-Decided Distributions

Can Modulate

Tournaments

Can Be Instantiated By

Complete Resource Depletion, High Score Lists, Races, Scores, Time Limits

Time Limited Game Instances together with Winning by Ending Gameplay

Can Be Modulated By

Tiebreakers

Possible Closure Effects

-

Potentially Conflicting With

Excluding Goals, 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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-