Tiebreakers

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Revision as of 13:32, 24 January 2015 by Staffan Björk (Talk | contribs) (Consequences)

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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

Tiebreakers are


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.


Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

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

Can Modulate

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

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

-

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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