Difference between revisions of "Interferable Goals"
From gdp3
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== Relations == | == Relations == | ||
− | [[ | + | Instantiates: [[Conflicts]] |
− | + | ||
− | + | ||
− | + | ||
− | + | Modulates: [[Alliances]], [[Races]], [Symmetric Goals]], [[Symmetric Information]] | |
− | + | Instantiated by: [[Last Man Standing]], [[King of the Hill]] | |
− | + | Potentially conflicting with: [[Uncertainty of Information]], [[Imperfect Information]] | |
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− | Potentially conflicting with: Uncertainty of Information, Imperfect Information | + | |
=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | + | [[Area Control]], | |
+ | [[Enemies]], | ||
+ | [[Interruptible Actions]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 07:39, 27 September 2016
Goals whose progress or completion can be directly influenced by other players or the game system.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Conflicts
Modulates: Alliances, Races, [Symmetric Goals]], Symmetric Information
Instantiated by: Last Man Standing, King of the Hill
Potentially conflicting with: Uncertainty of Information, Imperfect Information
Can Instantiate
with ...
Can Modulate
-
Can Be Instantiated By
Area Control, Enemies, Interruptible Actions
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Interferable 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
-