Difference between revisions of "Winner determined after Gameplay Ends"

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(Relations)
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== Relations ==
 
== Relations ==
[[Speedending]]
+
=== Can Instantiate ===
[[Gameplay Engine]]
+
[[Anticipation]],
[[Construction/Scoring Phase Shift]]
+
[[Construction/Scoring Phase Shift]],
[[Anticipation]]
+
[[Speedending]],
 
[[Tension]]
 
[[Tension]]
 
=== Can Instantiate ===
 
-
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Gameplay Engine]],
 
[[Scores]]
 
[[Scores]]
  

Revision as of 10:33, 22 January 2015

Games where the winner(s) are determined after gameplay ends.

Many games give players to goal to win them against other players or against the game system. While some do this by giving goals that result in winning and ending games, others make players invest their efforts in various ways and only after some criteria has cause gameplay to end reveal or calculate who actually won (if anybody). The latter type of games make use of the pattern Winner determined after Gameplay Ends.

Examples

Go and Bridge are two classical games where the winner is formally declared after gameplay ends by calculating each player or teams score; Puerto Rico is a more modern example. So are the games Amun-Re, Concordia, Dominion, Egizia, and Race for the Galaxy but here some information is hidden so players may not be aware of who the actual winner is.

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

Anticipation, Construction/Scoring Phase Shift, Speedending, Tension

Can Modulate

Game Over, Time Limited Game Instances

Can Be Instantiated By

-

Can Be Modulated By

Gameplay Engine, Scores

Possible Closure Effects

-

Potentially Conflicting With

Unwinnable Games, Winning by Ending Gameplay

History

New pattern created in this wiki.

References

-

Acknowledgements

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