Bidding
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Players invest resources, usually some kind of a currency, for an uncertain outcome in order to get a reward of some kind. A Bidding instance is a process consisting of several parts: the bidding where players invest resources with the hope to achieve a certain game state, the determination of the outcome of these investments, and the distribution of possible rewards.
Contents
Examples
Example: In Poker, players bid on the value of their card hands. The bidding instance consists of rounds where the players can raise their bids one after another. The player who does not wish to call the last bid matches his bid to the same amount as the last bid, or if he does not wish to raise the bid, he has to fold. The player who folds is out of the Bidding instance and he has to leave his bid in the pot. The Bidding instance ends when there is only one player left or all the remaining players call the last bid. The player with the best hand, or the only remaining player, in the Bidding instance wins the whole bid as the reward.
Example: Kicking out a player from an open game instance of Return to Castle Wolfenstein: Enemy Territory requires that a certain amount of players have voted for kicking the player out.
Anti-Examples
optional
Using the pattern
Can Be Modulated By
Asymmetric Information, Betting, Bluffing, Direct Information, Negotiation, Symmetric Information, Turn Taking
Alternatives: Drafting, Token Placement
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Area Control, Competition, Converters, Collaborative Actions, Freedom of Choice, Internal Conflicts, Player-Defined Goals, Resource Competition, Rewards, Social Skills, Social Roles, Trade-Offs, Transfer of Control,
with Capture
Puzzle Solving, Tactical Planning
Can Modulate
Eliminate, Gain Ownership, Multiplayer Games, Resources, Trick Taking, Trumps
Relations
Can Instantiate
Area Control, Competition, Converters, Collaborative Actions, Freedom of Choice, Internal Conflicts, Player-Defined Goals, Resource Competition, Rewards, Social Skills, Social Roles, Trade-Offs, Transfer of Control,
with Capture
Puzzle Solving, Tactical Planning
Can Modulate
Eliminate, Gain Ownership, Multiplayer Games, Resources, Trick Taking, Trumps
Can Be Instantiated By
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Can Be Modulated By
Asymmetric Information, Betting, Bluffing, Direct Information, Negotiation, Symmetric Information, Turn Taking
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Bidding 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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