Asymmetric Starting Conditions

From gdp3
Revision as of 14:50, 26 March 2011 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

That players do not begin their game sessions with the same possibilities.

Examples

Classical Board Games have Asymmetrical Starting Conditions simply because they are turn-based and being the starting player is usually advantageous. Chess solves this in tournaments by letting players play several times and take turns which side they play. Go usually does this as well but can make use of compensation stones, called Komidashi in Japanese, for the white player that plays second; Based upon statistics this handicap has been set at 6.5 stones when using Japanese rules (the half point is to avoid ties).

It has been proven for the more modern Hex that the first player has a winning strategy (the short proof is part of its Wikipedia entry[1]); it is however non-trivial determining it.


Memoir 44

Using the pattern

Game Worlds

Asymmetric Abilities Asymmetric Goals Asymmetric Information Asymmetric Resource Distribution

Turn-Based Games


One has some options in making games balanced even if players have Asymmetrical Starting Conditions. The most obvious one is Balancing Effects but another is to use Back-to-Back Game Sessions or Rotating Starting Player.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Asymmetrical Starting Conditions is likely to make Player Balance difficult to achieve in games, unless modulated by Balancing Effects or having extensive play testing to ensure that no imbalance actually exists.

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Back-to-Back Game Sessions, Balancing Effects, Rotating Starting Player

Possible Closure Effects

Potentially Conflicting With

Player Balance

History

New pattern created in this wiki.

References

  1. Wikipeidia entry for the board game Hex.

Acknowledgements

-