Tiebreakers
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Anti-Examples
Chess can end in draws.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
---old Instantiates: Conflict, Excluding Goals, Tension
Modulates: Conflicts, Competition, Tournaments, Overcome
Instantiated by: Perceivable Margins, Tournaments
Modulated by: Resource Management
Potentially conflicting with: Shared Penalties, Negotiation, Shared Rewards, Uncommitted Alliances
---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
-
Can Be Modulated By
-
Possible Closure Effects
-
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
-