End State Scoring

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Revision as of 11:11, 21 December 2014 by Staffan Björk (Talk | contribs) (Can Be Modulated By)

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

This pattern is a still a stub.

Examples

Lords of Waterdeep


Puerto Rico are weak examples

Using the pattern

Can Modulate

Scores

Can Be Modulated By

Asymmetric Goals, Imperfect Information Perfect Information,

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

End State Scoring makes it important for gameplay to know their relative positions before the end state as well as what possible points all players can add to their Scores during the final scoring. When players cannot calculate the positions for all players before an End State Scoring, the use of this pattern can provide Exaggerated Perception of Influence and Tension. If the scoring is at least partly based on Imperfect Information, players can be motivated to engage in Bluffing to make it more difficult for other players to be able and correctly deduce their position before the end state and how much points they can get in the end state.

Regardless of if players can accurately or not calculate positions, the presence of End State Scoring can create Analysis Paralysis since players may spend time trying to do so. The presence of Perfect Information more or less guarantees Analysis Paralysis unless it is very easy to determine player positions and possible points to be gotten during the End State Scoring.

Relations

Can Instantiate

Analysis Paralysis, Exaggerated Perception of Influence, Tension

with Imperfect Information

Bluffing

Can Modulate

Scores

Can Be Instantiated By

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Can Be Modulated By

Asymmetric Goals, Imperfect Information, Perfect Information,

Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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