Difference between revisions of "Dynamic Goal Characteristics"
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== Using the pattern == | == Using the pattern == | ||
+ | === Can Be Instantiated By === | ||
+ | [[Ephemeral Goals]], | ||
+ | [[Role Reversal]] | ||
+ | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Imperfect Information]], | ||
+ | [[Perceivable Margins]], | ||
+ | [[Resource Generators]], | ||
+ | [[Unknown Goals]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Collection]], | ||
+ | [[Excluding Goals]], | ||
+ | [[Goal Hierarchies]], | ||
+ | [[Player-Planned Development]] | ||
== Relations == | == Relations == |
Revision as of 11:05, 6 March 2018
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
[hide]Examples
Example: In the roleplaying game Neverwinter Nights, part of the overall goal at the start is to perform a complicated ritual with several non-player characters. When the ritual is finally performed, it turns out that one of the characters doing the ritual is a traitor, and then another goal is revealed to the player: defeat the traitor.
Example: Many children's games, such as Tag and King of the Hill, can either be described as using Dynamic Goal Characteristics or having a static high-level goal with subgoals that switch from avoiding one person to avoiding another person (or being the hunter) in Tag and from defense to offense in King of the Hill.
Example: The card game Fluxx has the current winning goal represented by a played card. Although the game can be said to have the static goal of fulfilling the goal card criteria, the specific winning goal changes as soon as a player plays a new goal card.
Anti-Examples
optional
Using the pattern
Can Be Instantiated By
Ephemeral Goals, Role Reversal
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Imperfect Information, Perceivable Margins, Resource Generators, Unknown Goals
Can Modulate
Collection, Excluding Goals, Goal Hierarchies, Player-Planned Development
Relations
Can Instantiate
Imperfect Information, Perceivable Margins, Resource Generators, Unknown Goals
Can Modulate
Collection, Excluding Goals, Goal Hierarchies, Player-Planned Development
Can Be Instantiated By
Ephemeral Goals, Role Reversal
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 Dynamic Goal Characteristics that was part of the original collection in the book Patterns in Game Design[1].
References
- Jump up ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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