Difference between revisions of "Kingmaker"

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[[Category:To be Published]]
 
[[Category:To be Published]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''The one-sentence "definition" that should be in italics.''
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''Gameplay situations where a player cannot win but can decide which other player should.''
  
This pattern is a still a stub.
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Games provide players with possibilities to do actions that can influence their own and other players' positions in the game state. While players typically try to improve their own situations — otherwise they are arguable not gaming — this is not always possible. Something players can perform actions but only positively affect the situations of other players. Taken to the extreme, this can allow, or force, a player to make an action that determines who will win a game as long as it isn't the player itself. Such players are [[Kingmaker|Kingmakers]].  
  
 
Wikipedia has a page on the same concept under the name [https://en.wikipedia.org/wiki/Kingmaker_scenario Kingmaker Scenario].  
 
Wikipedia has a page on the same concept under the name [https://en.wikipedia.org/wiki/Kingmaker_scenario Kingmaker Scenario].  
=== Examples ===
 
  
==== Anti-Examples ====
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=== Examples ===
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== Using the pattern ==
 
== Using the pattern ==

Revision as of 10:06, 24 July 2016

Gameplay situations where a player cannot win but can decide which other player should.

Games provide players with possibilities to do actions that can influence their own and other players' positions in the game state. While players typically try to improve their own situations — otherwise they are arguable not gaming — this is not always possible. Something players can perform actions but only positively affect the situations of other players. Taken to the extreme, this can allow, or force, a player to make an action that determines who will win a game as long as it isn't the player itself. Such players are Kingmakers.

Wikipedia has a page on the same concept under the name Kingmaker Scenario.

Examples

Using the pattern

The possibility of Kingmaker situation in games are in many cases unwanted so it is usually a Negative Pattern. The typical causes for it to occur are Early Elimination, Early Leaving Players, Predictable Winner, Possibility of Graceful Surrender, and Unwinnable Game States so one strategy to avoid Kingmaker possibilities is to avoid those patterns. If its presence has been observed in a game, it can be mitigated by Exaggerated Perception of Influence (which can trick players into believing they have a chance to win and thereby not engage in kingmaking. It can also be mitigated by giving players Value of Effort for their gameplay so they don't end or unbalance game instances just because they themselves cannot win.

Kingmaker typically occurs in the Endgame of a game since this is when positions are more or less established.

Consequences

Kingmaker typically occurs in the Endgame when players' positions tend to rather clearly established. This makes the number of candidates for winning narrower and in this sense Kingmaker can help players perceive a Predictable Winner.

Relations

Can Instantiate

Predictable Winner

Can Modulate

Endgame

Can Be Instantiated By

Early Elimination, Early Leaving Players, Predictable Winner, Possibility of Graceful Surrender, Unwinnable Game States

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Exaggerated Perception of Influence, Value of Effort

History

New pattern created in this wiki.

References

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Acknowledgements

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