Tiebreakers
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
Chess can end in draws.
Using the pattern
Tiebreakers are
Can Be Instantiated By
Perceivable Margins, Resources, Tournaments
Scores together with Winning by Ending Gameplay
Can Be Modulated By
Somewhat paradoxical, Tiebreakers can result in Tied Results... when this can occur designers can add additional Tiebreakers or accept than in rare circumstances Tied Results are acceptable.
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
By not allowing Tied Results, Tiebreakers make goals into Excluding Goals and thereby increase Conflict and Tension.
Can Instantiate
Social Dilemmas, Varying Rule Sets
Can Modulate
Competition, Conflicts, High Score Lists, Multiplayer Games, Overcome, Races, Scores, Tied Results, Tournaments
When Tiebreakers prevent Tied Results, they also prevent Shared Penalties and Shared Rewards. This in turn removes a possibility for player to engage in Negotiation to form Uncommitted Alliances aimed at sharing these Rewards (and less commonly Penalties).
Relations
Can Instantiate
Conflicts, Excluding Goals, Social Dilemmas, Tension, Tied Results, Varying Rule Sets
Can Modulate
Competition, Conflicts, High Score Lists, Multiplayer Games, Overcome, Races, Scores, Tiebreakers, Tied Results, Tournaments
Can Be Instantiated By
Perceivable Margins, Resources, Tournaments
Scores together with Winning by Ending Gameplay
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Negotiation, Shared Penalties, Shared Rewards, Tied Results, Uncommitted Alliances
History
An updated version of the pattern Tiebreakers 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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