Kingmaker

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

This pattern is a still a stub.

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

Examples

Anti-Examples

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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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