Tiebreakers: Difference between revisions

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== Consequences ==
== Consequences ==
[[Left 4 Dead series]]


== Relations ==
== Relations ==
---old
---new
[[High Score Lists]]
[[Tension]]
[[Multiplayer Games]]
[[Social Dilemmas]]
[[Varying Rule Sets]]
[[Sets]]
[[Races]]
[[Resources]]
[[Excluding Goals]]
[[Scores]]
[[Winning by Ending Gameplay]]
[[Tied Results]]


=== Can Instantiate ===
=== Can Instantiate ===

Revision as of 11:37, 24 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

Left 4 Dead series

Relations

---old


---new High Score Lists Tension Multiplayer Games Social Dilemmas Varying Rule Sets Sets Races Resources Excluding Goals Scores Winning by Ending Gameplay Tied Results


Can Instantiate

-

with ...

Can Modulate

-

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

-

History

An updated version of the pattern Tiebreakers 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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