Tiebreakers

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Revision as of 12:47, 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

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


Can Instantiate

Excluding Goals, Social Dilemmas, Tension, Varying Rule Sets

Can Modulate

High Score Lists, Multiplayer Games, Races, Scores, Tied Results

Can Be Instantiated By

Resources

Scores together with

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Tied Results

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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