Difference between revisions of "Tiebreakers"

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(Relations)
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== Consequences ==
 
== Consequences ==
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 +
[[Left 4 Dead series]]
  
 
== Relations ==
 
== Relations ==
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---old
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 +
 +
 +
---new
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[[High Score Lists]]
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[[Tension]]
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[[Multiplayer Games]]
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[[Social Dilemmas]]
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[[Varying Rule Sets]]
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[[Sets]]
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[[Races]]
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[[Resources]]
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[[Excluding Goals]]
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[[Scores]]
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[[Winning by Ending Gameplay]]
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[[Tied Results]]
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=== Can Instantiate ===
 
=== Can Instantiate ===

Revision as of 11:37, 24 January 2015

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Left 4 Dead series

Relations

---old


---new High Score Lists Tension Multiplayer Games Social Dilemmas Varying Rule Sets Sets Races Resources Excluding Goals Scores Winning by Ending Gameplay Tied Results


Can Instantiate

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with ...

Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

-

History

An updated version of the pattern Tiebreakers that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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