Difference between revisions of "Interferable Goals"
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== Using the pattern == | == Using the pattern == | ||
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+ | The two main requirements for [[Interferable Goals]] is that there are game actions that make the interference possible and that there are [[Agents]] that can do the interference. | ||
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=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 07:40, 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
The two main requirements for Interferable Goals is that there are game actions that make the interference possible and that there are Agents that can do the interference.
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
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Potentially Conflicting With
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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
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