Difference between revisions of "Herd"
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== Using the pattern == | == Using the pattern == | ||
− | + | [[Herd]] is a form of [[Deliver]] goal where what has to be delivered can move on its own and not necessarily is cooperating. This creates three primary design choices when creating [[Herd]] goals: what to [[Herd]], how players can influence the [[Movement]] of that which is herded, and where they should be herded. | |
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+ | Since herding assumes that which is to be herded can move under its own | ||
The game element to be herded may be able to move, but may be or not be able to do so without influences from the player. The influences for the herded game element to move based on player actions are typically motivated by the Consistent Reality Logic of the game, either as transferal of momentum from other game elements due to Contact, physical forces such as gravity or magnetism, or as emotional reactions such as anger, attraction or fright based for game elements with simulated personalities. Game elements that also move due to other influences or goals can be used to achieve theRight Level of Difficulty of the goal, and may be described as having Herd as a Preventing Goal to the game elements' Traverse goals. | The game element to be herded may be able to move, but may be or not be able to do so without influences from the player. The influences for the herded game element to move based on player actions are typically motivated by the Consistent Reality Logic of the game, either as transferal of momentum from other game elements due to Contact, physical forces such as gravity or magnetism, or as emotional reactions such as anger, attraction or fright based for game elements with simulated personalities. Game elements that also move due to other influences or goals can be used to achieve theRight Level of Difficulty of the goal, and may be described as having Herd as a Preventing Goal to the game elements' Traverse goals. | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | [[Deliver]] together with [[Indirect Control | + | [[Deliver]] together with [[Indirect Control]] |
=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Privileged Movement]] | [[Privileged Movement]] | ||
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+ | [[Avatars]] | ||
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+ | [[Choke Points]] | ||
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+ | [[One-Way Travel]] | ||
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+ | [[Arenas]] | ||
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+ | [[Open Worlds]] | ||
== Consequences == | == Consequences == |
Revision as of 08:18, 18 October 2011
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Moving a game element to a location in the game without directly interacting with it. Herd is the goal of making a game element be in a certain location in the game where the movement of the game element cannot be directly control, as for example game element are when being carried.
Contents
Examples
Example: Pool is an example of herding where players only have one point of control, the cue ball.
Example: Populous allows players to place markers in the game world which make all the people under the player's control move towards the marker.
Using the pattern
Herd is a form of Deliver goal where what has to be delivered can move on its own and not necessarily is cooperating. This creates three primary design choices when creating Herd goals: what to Herd, how players can influence the Movement of that which is herded, and where they should be herded.
Since herding assumes that which is to be herded can move under its own
The game element to be herded may be able to move, but may be or not be able to do so without influences from the player. The influences for the herded game element to move based on player actions are typically motivated by the Consistent Reality Logic of the game, either as transferal of momentum from other game elements due to Contact, physical forces such as gravity or magnetism, or as emotional reactions such as anger, attraction or fright based for game elements with simulated personalities. Game elements that also move due to other influences or goals can be used to achieve theRight Level of Difficulty of the goal, and may be described as having Herd as a Preventing Goal to the game elements' Traverse goals.
The act of herding can be done in two ways, either by creating repulsion or attraction to the game element to be herded. The former case is typically by achieving Contact with the game element to give it momentum, as for example when hitting a ball in Pool with another ball or simulations of game elements with the same magnetic polarity. Example of attractions are resources that are essential for the survival for Units, such as food, or deep gravity wells such as black holes. When constructing a Herd goal, one has the option to use Privileged Movement to make an asymmetrical relationship between the game elements herding and being herded. This is typically used to let the herding game element have freer Movement that the herded game element to modulate the Right Level of Difficulty.
Herd can easily be made to promote Cooperation by making it a Symmetric Goal for several players, so that the players control different game elements that all try to make a game element move into a specific area.
Can Be Instantiated By
Deliver together with Indirect Control
Can Be Modulated By
Consequences
As described above, Herd is basically a Deliver goal of bringing Agents to a specific Goal Point but only having Indirect Control over them. This goal automatically creates a Traverse goal and can in many cases has the characteristics of Collecting actions (especially so if the Agents can become separated). Like many other goal patterns, Herd can easily be made into explicit gameplay goals as Quests.
Since players not only need to consider their own possibilities of Movement but also that of the Agents to succeed with Herd goals. the pattern is likely to open up for Spatial Engrossment. That players have only Indirect Control of the Agents may cause these to be perceived as Enemies, especially in games based on Maneuvering since here the Agents can resist herding attempt in real-time. Herd may be difficult itself but combined with Stealth it is more likely to create Challenging Gameplay as players have to try and be sneaky with something they do not control directly.
Relations
Can Instantiate
Collecting, Quests, Spatial Engrossment, Traverse
with Maneuvering
with Stealth
Can Modulate
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Can Be Instantiated By
Deliver together with Indirect Control and Agents
either Characters or Units
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 Herd 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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