Difference between revisions of "Tiebreakers"

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(Using the pattern)
(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
[[Tiebreakers]] are  
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[[Tiebreakers]] are applied to situations where [[Tied Results]] are possible and for some reason this is not wanted in the design, or the likelihood of it is wanted to be significantly lower. While [[Tiebreakers]] can be applied to any situation where [[Tied Results]] can occur, they are often applied in situations where [[Competition]] or [[Overcome]] goals want to be put in focus, e.g. in [[Tournaments]]. More specifically, [[Tiebreakers]] are often applied to [[High Score Lists]], [[Races]] or [[Scores]].
 
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=== Can Modulate ===
 
=== Can Modulate ===
[[Competition]],
 
[[High Score Lists]],
 
 
[[Multiplayer Games]],  
 
[[Multiplayer Games]],  
[[Overcome]],
 
[[Races]],
 
[[Scores]],
 
[[Tied Results]],
 
[[Tournaments]]
 
  
  

Revision as of 12:37, 25 January 2015

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

This pattern is a still a stub.

Examples

Left 4 Dead series

Anti-Examples

Chess can end in draws.

Using the pattern

Tiebreakers are applied to situations where Tied Results are possible and for some reason this is not wanted in the design, or the likelihood of it is wanted to be significantly lower. While Tiebreakers can be applied to any situation where Tied Results can occur, they are often applied in situations where Competition or Overcome goals want to be put in focus, e.g. in Tournaments. More specifically, Tiebreakers are often applied to High Score Lists, Races or Scores.


Can Be Instantiated By

Perceivable Margins, Resources, Tournaments

Scores together with Winning by Ending Gameplay

Can Be Modulated By

Resource Management

Somewhat paradoxical, Tiebreakers can result in Tied Results... when this can occur designers can add additional Tiebreakers or accept than in rare circumstances Tied Results are acceptable.


Can Modulate

Multiplayer Games,


Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

By not allowing Tied Results, Tiebreakers make goals into Excluding Goals and thereby increase or create Conflict and Tension. The use of "sudden death" extensions to gameplay as Tiebreakers can be seen as a use of Varying Rule Sets because the length of game instances can be extended in some of them. Tiebreakers can cause Social Dilemmas in that it is not possible to shared Rewards or Penalties with other players even when one wishes to.

When Tiebreakers prevent Tied Results, they also prevent Shared Penalties and Shared Rewards. This in turn removes a possibility for player to engage in Negotiation to form Uncommitted Alliances aimed at sharing these Rewards (and less commonly Penalties).

Relations

Can Instantiate

Conflicts, Excluding Goals, Social Dilemmas, Tension, Tied Results, Varying Rule Sets

Can Modulate

Competition, Conflicts, High Score Lists, Multiplayer Games, Overcome, Races, Scores, Tiebreakers, Tied Results, Tournaments

Can Be Instantiated By

Perceivable Margins, Resources, Tournaments

Scores together with Winning by Ending Gameplay

Can Be Modulated By

Resource Management

Possible Closure Effects

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Potentially Conflicting With

Negotiation, Shared Penalties, Shared Rewards, Tied Results, Uncommitted Alliances

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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