Tournaments

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

This pattern is a still a stub.

Examples

Many classical games, e.g., Chess and Go, have many types of Tournaments arranged around them. Sports have been described as games that have organizations arranging tournaments in them and upholding their "official" rules (typically expanded by "tournament rules")[1]

More recent examples of games which have Tournaments include Magic: the Gathering and Bloodbowl (which supports single players to have Tournaments through AI players in the computer version).


Anti-Examples

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Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Drop-In/Drop-Out Time Limited Game Instances Higher-Level Closures as Gameplay Progresses Tension Replayability Multiplayer Games Late Arriving Players Extra-Game Consequences Minigames Self-Facilitated Games Back-to-Back Game Sessions Player Elimination Combat Polyathlons Meta Games Spectators Last Man Standing Scores Tiebreakers Tied Results Illusionary Rewards Closure Points Gameplay Mastery Repetitive Gameplay Goal Hierarchies Player Balance Betting Overcome

Can Instantiate

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Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

Main Goals

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History

An updated version of the pattern Tournaments that was part of the original collection in the book Patterns in Game Design[2].

References

  1. Wikipedia's entry on Sports.
  2. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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