Tied Results
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Can Modulate
Can Be Instantiated By
Complete Resource Depletion, High Score Lists, Multiplayer Games, Races, Scores, Time Limits
Time Limited Game Instances together with Winning by Ending Gameplay
Can Be Modulated By
Potentially Conflicting With
Excluding Goals, Perceivable Margins, Tiebreakers
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Player-Decided Distributions, Shared Penalties, Shared Rewards, Social Dilemmas, Uncommitted Alliances
Relations
Can Instantiate
Player-Decided Distributions, Shared Penalties, Shared Rewards, Social Dilemmas, Uncommitted Alliances
Can Modulate
Can Be Instantiated By
Complete Resource Depletion, High Score Lists, Multiplayer Games, Races, Scores, Time Limits
Time Limited Game Instances together with Winning by Ending Gameplay
Can Be Modulated By
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-