Beat the Leader

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Beat the Leader can occur both in games with PvP and with TvT since a leader can be either an individual player or a Team. The actual design of Beat the Leader consists of providing to characteristics to a game design: making it possible for players to perceive a leader and giving them means to work together against that perceived leader.

Can Be Instantiated By

Perfect Information, Predictable Winner, Score Tracks

Potentially Conflicting With

In contrast, the use of Secret Goals makes it more difficult or impossible to judge who is the leader.


Games that have Player-Decided Distributions or Player-Decided Results are likely to be used for Beat the Leader if this is possible for players to perceive a possible leader.

End State Scoring Secret Scoring Mechanisms

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Beat the Leader make players enter Temporary and Uncommitted Alliances against perceived leaders, and this can is some cases take the form of Betrayal.

Can Modulate

Relations

Can Instantiate

Betrayal, Temporary Alliances, Uncommitted Alliances

Can Modulate

PvP, TvT

Can Be Instantiated By

Perfect Information, Player-Decided Distributions, Player-Decided Results, Predictable Winner, Score Tracks

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

End State Scoring, Secret Goals, Secret Scoring Mechanisms

History

New pattern created in this wiki.

References

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Acknowledgements

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