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
Potentially Conflicting With
Tiebreakers is the most obvious way to design against the presences of Tied Results (but since this pattern can only be added if Tied Results would be possible, Tiebreakers both modulates and works against Tied Results). Other ways to avoid having Tied Results in games include using Excluding Goals or Perceivable Margins.
Interface Aspects
Consequences
Tied Results allow games to provide both Shared Penalties and Shared Rewards without designing players to be in Teams or other formal constellations. This can results in players agreeing to be in Uncommitted Alliances to shared the Penalties or Rewards. When this happens among players, a combined consequences of this is a form of Player-Decided Distributions.
Social Dilemmas can emerged from Tied Results in that players may be in the positions to let others share Rewards with them but with a reduced benefit for themselves.
Relations
Can Instantiate
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
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