Tied Results

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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

Relations

--- old

[[Shared Penalties], Player-Decided Distribution of Rewards & Penalties, Uncommitted Alliances, Shared Rewards

Races

Tournaments, Agents, Non-Renewable Resources

Social Dilemmas, Player-Decided Distribution of Rewards & Penalties

Perceivable Margins, Tiebreakers

--- new

High Score Lists Time Limits Betrayal Time Limited Game Instances Tension Multiplayer Games Races Excluding Goals Scores Winning by Ending Gameplay

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 Tied Results 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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