Difference between revisions of "Continuous Goals"
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=== Examples === | === Examples === | ||
+ | Example: Multiplayer first-person shooters such as Battlefield 1942 have modes where teams score points (or reduce ticks from the opposing team) by controlling strategic locations. | ||
+ | |||
+ | Example: the goal for the king in King of the Hill is to maintain the game state of being the king while the other players have the goal of changing that game state. The same situation appears in Tag, but reversed; the chasing player, "it", has a goal to change the game state by role reversalwhile the other players try to maintain the state. | ||
==== Anti-Examples ==== | ==== Anti-Examples ==== | ||
Line 28: | Line 31: | ||
== Relations == | == Relations == | ||
+ | Time Pressure (← links | edit) | ||
+ | Time Limits (← links | edit) | ||
+ | Extended Actions (← links | edit) | ||
+ | Cooperation (← links | edit) | ||
+ | Tension (← links | edit) | ||
+ | Challenging Gameplay (← links | edit) | ||
+ | Units (← links | edit) | ||
+ | Algorithmic Agents (← links | edit) | ||
+ | Assassin's Creed series (← links | edit) | ||
+ | Social Dilemmas (← links | edit) | ||
+ | Companions (← links | edit) | ||
+ | Actions Have Diegetically Social Consequences (← links | edit) | ||
+ | Factions (← links | edit) | ||
+ | Player-Planned Development (← links | edit) | ||
+ | Loyalty (← links | edit) | ||
+ | Encouraged Return Visits (← links | edit) | ||
+ | Repeat Combos (← links | edit) | ||
+ | Lives (← links | edit) | ||
+ | Area Control (← links | edit) | ||
+ | Races (← links | edit) | ||
+ | Reconnaissance (← links | edit) | ||
+ | Evade (← links | edit) | ||
+ | Guard (← links | edit) | ||
+ | Scores (← links | edit) | ||
+ | Rewards (← links | edit) | ||
+ | Sustenance Rewards (← links | edit) | ||
+ | Hovering Closures (← links | edit) | ||
+ | Check Points (← links | edit) | ||
+ | Preventing Goals | ||
+ | |||
+ | Instantiates: Hierarchy of Goals, Tension, Hovering Closures | ||
+ | |||
+ | Modulates: Penalties, Rewards | ||
+ | |||
+ | Instantiated by: Lives, Conceal, Survive, King of the Hill, Indirect Control, Extended Actions, Ability Losses, Planned Character Development | ||
+ | |||
+ | Modulated by: Goal Points | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 11:00, 6 March 2018
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Example: Multiplayer first-person shooters such as Battlefield 1942 have modes where teams score points (or reduce ticks from the opposing team) by controlling strategic locations.
Example: the goal for the king in King of the Hill is to maintain the game state of being the king while the other players have the goal of changing that game state. The same situation appears in Tag, but reversed; the chasing player, "it", has a goal to change the game state by role reversalwhile the other players try to maintain the state.
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Time Pressure (← links | edit) Time Limits (← links | edit) Extended Actions (← links | edit) Cooperation (← links | edit) Tension (← links | edit) Challenging Gameplay (← links | edit) Units (← links | edit) Algorithmic Agents (← links | edit) Assassin's Creed series (← links | edit) Social Dilemmas (← links | edit) Companions (← links | edit) Actions Have Diegetically Social Consequences (← links | edit) Factions (← links | edit) Player-Planned Development (← links | edit) Loyalty (← links | edit) Encouraged Return Visits (← links | edit) Repeat Combos (← links | edit) Lives (← links | edit) Area Control (← links | edit) Races (← links | edit) Reconnaissance (← links | edit) Evade (← links | edit) Guard (← links | edit) Scores (← links | edit) Rewards (← links | edit) Sustenance Rewards (← links | edit) Hovering Closures (← links | edit) Check Points (← links | edit) Preventing Goals
Instantiates: Hierarchy of Goals, Tension, Hovering Closures
Modulates: Penalties, Rewards
Instantiated by: Lives, Conceal, Survive, King of the Hill, Indirect Control, Extended Actions, Ability Losses, Planned Character Development
Modulated by: Goal Points
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Continuous 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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