Difference between revisions of "Playing to Lose"

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[[Playing to Lose]] may not be considered gaming since one is not trying to have a better game state position than other players. However, there are many other ways of viewing this stance towards a game. First, [[Playing to Lose]] can be seen as an individual goal that players are try to reach. Second, it can be seen as focusing on storytelling or playing rather than gaming. Lastly, players may actually be competing against other players of who is best at [[Playing to Lose]], something which may not be measured by the game state but even so can be judged by the players.
 
[[Playing to Lose]] may not be considered gaming since one is not trying to have a better game state position than other players. However, there are many other ways of viewing this stance towards a game. First, [[Playing to Lose]] can be seen as an individual goal that players are try to reach. Second, it can be seen as focusing on storytelling or playing rather than gaming. Lastly, players may actually be competing against other players of who is best at [[Playing to Lose]], something which may not be measured by the game state but even so can be judged by the players.
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Note: ''This pattern does not examine intentionally loosing a game instances for extra-game reasons such as winning bets, having better positions in tournaments, etc. The eight disqualified players in Badminton at the 2012 Summer Olympics are example of the losing in order to manipulate which team they would meet in the next round<ref name="Badminton"/>. For a further example of other ways of playing to lose, see the documentary "Playing to Lose" which examines if the Pittsburgh Penguins Hockey team intentionally lost games during the 1983-84 season to get the first pick of players for the next season.''
  
 
=== Examples ===
 
=== Examples ===
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== History ==
 
== History ==
An updated version of the pattern ''...'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
 
 
''or''
 
 
 
New pattern created in this wiki.
 
New pattern created in this wiki.
  
 
== References ==
 
== References ==
 
<references>
 
<references>
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
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<ref name="Badminton">[http://en.wikipedia.org/wiki/Badminton_at_the_2012_Summer_Olympics_%E2%80%93_Women's_doubles Entry] in Wikipedia for Badminton at the 2012 Summer Olympics – Women's doubles.</ref>
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
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Revision as of 06:55, 16 July 2014

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

Playing to Lose may not be considered gaming since one is not trying to have a better game state position than other players. However, there are many other ways of viewing this stance towards a game. First, Playing to Lose can be seen as an individual goal that players are try to reach. Second, it can be seen as focusing on storytelling or playing rather than gaming. Lastly, players may actually be competing against other players of who is best at Playing to Lose, something which may not be measured by the game state but even so can be judged by the players.

Note: This pattern does not examine intentionally loosing a game instances for extra-game reasons such as winning bets, having better positions in tournaments, etc. The eight disqualified players in Badminton at the 2012 Summer Olympics are example of the losing in order to manipulate which team they would meet in the next round[1]. For a further example of other ways of playing to lose, see the documentary "Playing to Lose" which examines if the Pittsburgh Penguins Hockey team intentionally lost games during the 1983-84 season to get the first pick of players for the next season.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Spectacular Failure Enjoyment

Relations

Storytelling Roleplaying Character Development

Can Instantiate

Spectacular Failure Enjoyment

with ...

Can Modulate

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Can Be Instantiated By

-

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

-

History

New pattern created in this wiki.

References

  1. Entry in Wikipedia for Badminton at the 2012 Summer Olympics – Women's doubles.

Acknowledgements

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