Difference between revisions of "Mutual Goals"
(→Relations) |
(→Consequences) |
||
Line 25: | Line 25: | ||
== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Alliances]], | ||
+ | [[Shared Rewards]], | ||
+ | [[Symbiotic Player Relations]], | ||
+ | [[Symmetric Goals]], | ||
+ | [[Team Accomplishments]] | ||
+ | |||
+ | ==== with [[Agents]] ==== | ||
+ | [[Teams]] | ||
+ | |||
+ | ==== with [[Algorithmic Agents]] ==== | ||
+ | [[Companions]] | ||
+ | |||
+ | ==== with [[Shared Rewards]] ==== | ||
+ | [[Cooperation]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Competition]], | ||
+ | [[Mutual FUBAR Enjoyment]], | ||
+ | [[Penalties]], | ||
+ | [[Player-Decided Distributions]], | ||
+ | [[Rewards]], | ||
+ | [[Shared Resources]], | ||
+ | [[Team Elimination]] | ||
== Relations == | == Relations == |
Revision as of 20:18, 6 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Alliances, Shared Rewards, Symbiotic Player Relations, Symmetric Goals, Team Accomplishments
with Agents
with Algorithmic Agents
Can Modulate
Competition, Mutual FUBAR Enjoyment, Penalties, Player-Decided Distributions, Rewards, Shared Resources, Team Elimination
Relations
Can Instantiate
Alliances, Shared Rewards, Symbiotic Player Relations, Symmetric Goals, Team Accomplishments
with Agents
with Algorithmic Agents
Can Modulate
Competition, Mutual FUBAR Enjoyment, Penalties, Player-Decided Distributions, Rewards, Shared Resources, Team Elimination
Can Be Instantiated By
Factions Ownership, Shared Penalties, Shared Rewards
Can Be Modulated By
Asymmetric Resource Distribution, Betrayal, Individual Penalties, Individual Rewards, Negotiation, Player Defined Goals, Secret Alliances, Shared Penalties
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Mutual Goals 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
-