Difference between revisions of "Rescue"
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== Using the pattern == | == Using the pattern == | ||
− | [[Rescue]] goals can be designed as explicit goals by first assigning [[Guard]] goals to [[Agents]] (which may be players) and then giving others the goals of freeing that which is guarded. Typical, what needs rescuing is a [[Non-Player Characters|Non-Player Character]] which may or may not be an [[Agents|Agent]], but in some cases players' [[Characters]] or [[Avatars]] can work even though this may give these players [[Downtime]]. | + | [[Rescue]] goals can be designed as explicit goals by first assigning [[Guard]] goals to [[Agents]] (which may be players) and then giving others the goals and means of freeing that which is guarded. Typical, what needs rescuing is a [[Non-Player Characters|Non-Player Character]] which may or may not be an [[Agents|Agent]], but in some cases players' [[Characters]] or [[Avatars]] can work even though this may give these players [[Downtime]]. |
+ | Several patterns can be used to make [[Rescue]] goals more challenging or complex. | ||
− | + | Gain Information goals to learn the layout and positions of Guards, Alarms, and Deadly Traps. Games using Rescue as the main goal often have the character responsible for the kidnapping as a Boss Monster that has to be defeated before completing the goal. | |
Rescue s can be constructed so that they are completed as soon as the Guards and Obstacles are Overcome but may also be constructed so that the rescued people have to be moved into a safe area, i. e., places in the Game World that are both Goal Points and Safe Havens. The latter ones allow for opposing Capture goals and provides gameplay where the goals may change several times before reaching a final conclusion. | Rescue s can be constructed so that they are completed as soon as the Guards and Obstacles are Overcome but may also be constructed so that the rescued people have to be moved into a safe area, i. e., places in the Game World that are both Goal Points and Safe Havens. The latter ones allow for opposing Capture goals and provides gameplay where the goals may change several times before reaching a final conclusion. | ||
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+ | -can be mod | ||
+ | [[Boss Monsters]] | ||
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+ | [[Traps]] | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 19:31, 14 October 2011
The goal of freeing someone or something that is guarded.'
A common plot in games is that an opponent has captured or imprisoned a character that players' characters know or care about. This gives players Rescue goals, which may consist of finding the location of the kidnapped character as well as overcoming or avoiding the obstacles and enemies on the way there. Games using Rescue as the main goal often have the opponent as the final enemy that has to be defeated before completing the goal.
Contents
Examples
Donkey Kong and the games in the Super Mario series has goals for Mario to Rescue a kidnapped girl, princess peach in the case of the Super Mario series.
Some missions in Counter-Strike are Rescue missions for the counter-terrorist teams (the terrorists need to guard them for a certain amount of time).
Characters killed in the Left 4 Dead series respawn, but can only actually re-enter the game if other players rescue them from the closet and other small areas they appear in. Active characters can also need rescuing - those that have fallen of ledges or pounced on by "hunters" cannot get out of their trouble on their own.
Using the pattern
Rescue goals can be designed as explicit goals by first assigning Guard goals to Agents (which may be players) and then giving others the goals and means of freeing that which is guarded. Typical, what needs rescuing is a Non-Player Character which may or may not be an Agent, but in some cases players' Characters or Avatars can work even though this may give these players Downtime.
Several patterns can be used to make Rescue goals more challenging or complex.
Gain Information goals to learn the layout and positions of Guards, Alarms, and Deadly Traps. Games using Rescue as the main goal often have the character responsible for the kidnapping as a Boss Monster that has to be defeated before completing the goal.
Rescue s can be constructed so that they are completed as soon as the Guards and Obstacles are Overcome but may also be constructed so that the rescued people have to be moved into a safe area, i. e., places in the Game World that are both Goal Points and Safe Havens. The latter ones allow for opposing Capture goals and provides gameplay where the goals may change several times before reaching a final conclusion.
-can be mod Boss Monsters
Can Be Instantiated By
Can Be Modulated By
Narrative Aspects
Rescue goals are often used as part of Predefined Story Structures in a game, and make easy starting points for creating Quests.
Consequences
Rescue goals are defined by overcoming Guard goals, they are Preventing Goals which create Conflict. The exception to this is when the people guarding are only implied through narration and cannot actually try to hinder players during gameplay. Fulfilling Rescue goals requires either Combat or Stealth, so the pattern can make these pattern emerge during gameplay if the games support them. Although the goal object of Rescue goals may be Characters or Units, possibly controlled by other players, the structure of Rescue goals can in many cases be seen as struggles over Ownership (e.g. the missions in Counter-Strike with hostages).
Relations
Can Instantiate
Combat, Downtime, Preventing Goals, Quests, Stealth
Can Modulate
Ownership, Predefined Story Structures
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Rescue that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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