Difference between revisions of "Preventing Goals"

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(Consequences)
(Relations)
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[[Enemies]],  
 
[[Enemies]],  
 
[[Excluding Goals]],  
 
[[Excluding Goals]],  
[[Interferable Goals]],
 
 
[[Incompatible Goals]],  
 
[[Incompatible Goals]],  
 
[[Limited Planning Ability]],  
 
[[Limited Planning Ability]],  
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[[Evade]],  
 
[[Evade]],  
 
[[Guard]],  
 
[[Guard]],  
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[[Interferable Goals]],
 
[[Player-Defined Goals]],  
 
[[Player-Defined Goals]],  
 
[[Reconnaissance]],  
 
[[Reconnaissance]],  

Revision as of 06:34, 27 September 2016

Goals where the objective is to prevent a completion of another goal.

This pattern is a still a stub.

Examples

Example: The goal of the goalkeeper in Soccer is to prevent the opposing team's players from score goals.

Example: The goal in Backgammon is to move each individual piece to the inner table and one can prevent the other player from achieving this in two ways: by hitting the opponent's piece when moving one's own pieces or by blocking the piece by placing two or more pieces on area of the game board. The first case directly affects the opponent's piece as it interferes with the game state (the position of the piece) defining the opponent's goal. The second case indirectly prevents the goal as it does not affect the piece but may block future moves of the piece.

Left 4 Dead series

Fix Cooperation realation to this

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

As goals that work against other goals, Preventing Goals give rise to several other patterns. First, it

Can Instantiate

Asymmetric Goals, Conflicts, Continuous Goals, Enemies, Excluding Goals, Incompatible Goals, Limited Planning Ability, Loyalty

with Algorithmic Agents

Conflicts

with Algorithmic Agents and Creative Control

Indirect Conflicts

with Non-Player Characters

Conflicts, Combat

Can Modulate

Alignment, Conceal, Negotiation, Non-Player Characters, Survive

Can Be Instantiated By

Capture, Eliminate, Evade, Guard, Interferable Goals, Player-Defined Goals, Reconnaissance, Rescue

Agents together with Construction or Herd

Ephemeral Goals together with Multiplayer Games

Can Be Modulated By

Game State Overviews, Perfect Information, Time Limits

Relations

Cooperation

Can Instantiate

Asymmetric Goals, Conflicts, Continuous Goals, Enemies, Excluding Goals, Incompatible Goals, Limited Planning Ability, Loyalty

with Algorithmic Agents

Conflicts

with Algorithmic Agents and Creative Control

Indirect Conflicts

with Non-Player Characters

Conflicts, Combat

Can Modulate

Alignment, Conceal, Negotiation, Non-Player Characters, Survive

Can Be Instantiated By

Capture, Eliminate, Evade, Guard, Interferable Goals, Player-Defined Goals, Reconnaissance, Rescue

Agents together with Construction or Herd

Ephemeral Goals together with Multiplayer Games

Can Be Modulated By

Game State Overviews, Perfect Information, Time Limits

Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Preventing Goals that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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