Tiebreakers

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Revision as of 11:39, 24 January 2015 by Staffan Björk (Talk | contribs) (Relations)

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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

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

---old Instantiates: Conflicts, Excluding Goals, Tension

Modulates: Conflicts, Competition, Tournaments, Overcome

Instantiated by: Perceivable Margins, Tournaments

Modulated by: Resource Management

Potentially conflicting with: Shared Penalties, Negotiation, Shared Rewards, Uncommitted Alliances

---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

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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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