Difference between revisions of "Selectable Set of Goals"
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Analysis Paralysis]], | [[Analysis Paralysis]], | ||
+ | [[Balancing Effects]], | ||
[[Challenging Gameplay]], | [[Challenging Gameplay]], | ||
+ | [[Enforced Agent Behavior]], | ||
[[Freedom of Choice]], | [[Freedom of Choice]], | ||
+ | [[Internal Conflicts]], | ||
[[Open Destiny]], | [[Open Destiny]], | ||
[[Replayability]], | [[Replayability]], | ||
− | [[Risk/Reward]] | + | [[Risk/Reward]], |
+ | [[Trade-Offs]], | ||
+ | [[Varied Gameplay]] | ||
==== with [[Excluding Goals]] ==== | ==== with [[Excluding Goals]] ==== | ||
[[Replayability]] | [[Replayability]] | ||
+ | |||
+ | ==== with [[Polyathlons]] ==== | ||
+ | [[Extra-Game Information]] | ||
==== with [[Traverse]] ==== | ==== with [[Traverse]] ==== | ||
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=== Can Modulate === | === Can Modulate === | ||
[[Excluding Goals]], | [[Excluding Goals]], | ||
+ | [[Goal Hierarchies]], | ||
+ | [[Grind Achievements]], | ||
[[Open Destiny]], | [[Open Destiny]], | ||
− | [[Predetermined Story Structures]] | + | [[Polyathlons]], |
+ | [[Predetermined Story Structures]], | ||
+ | [[Predictable Consequences]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Actions Have Diegetically Social Consequences]], | [[Actions Have Diegetically Social Consequences]], | ||
+ | [[Area Control]], | ||
+ | [[Choke Points]], | ||
+ | [[Flanking Routes]], | ||
[[Open Destiny]], | [[Open Destiny]], | ||
[[Optional Goals]], | [[Optional Goals]], | ||
[[Predefined Goals]] | [[Predefined Goals]] | ||
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+ | [[Configuration]] together with [[Incompatible Goals]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Ephemeral Goals]], | ||
+ | [[Strategic Knowledge]], | ||
[[Unknown Goals]] | [[Unknown Goals]] | ||
Revision as of 16:03, 25 January 2018
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Analysis Paralysis, Balancing Effects, Challenging Gameplay, Enforced Agent Behavior, Freedom of Choice, Internal Conflicts, Open Destiny, Replayability, Risk/Reward, Trade-Offs, Varied Gameplay
with Excluding Goals
with Polyathlons
with Traverse
Can Modulate
Excluding Goals, Goal Hierarchies, Grind Achievements, Open Destiny, Polyathlons, Predetermined Story Structures, Predictable Consequences
Can Be Instantiated By
Actions Have Diegetically Social Consequences, Area Control, Choke Points, Flanking Routes, Open Destiny, Optional Goals, Predefined Goals
Configuration together with Incompatible Goals
Can Be Modulated By
Ephemeral Goals, Strategic Knowledge, Unknown Goals
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Selectable Sets of 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
-