Tied Results: Difference between revisions

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old
old


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


Races
Races
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[[Tournaments]], [[Agents]], [[Non-Renewable Resources]]
[[Tournaments]], [[Agents]], [[Non-Renewable Resources]]


[[Social Dilemmas]], [[Player-Decided Distribution of Rewards & Penalties]]
[[Social Dilemmas]], [[Player-Decided Distributions]]


[[Perceivable Margins]], [[Tiebreakers]]
[[Perceivable Margins]], [[Tiebreakers]]

Revision as of 08:33, 23 January 2015

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

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Shared Penalties, Player-Decided Distributions, Uncommitted Alliances, Shared Rewards

Races

Tournaments, Agents, Non-Renewable Resources

Social Dilemmas, Player-Decided Distributions

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<ref name="Bjork & Holopainen 2004"/>.

References

<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>

Acknowledgements

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