Difference between revisions of "Continuous Goals"
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[[Check Points]] | [[Check Points]] | ||
[[Preventing Goals]] | [[Preventing Goals]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | + | [[Conceal]], | |
+ | [[King of the Hill]], | ||
+ | [[Indirect Control]], | ||
+ | [[Survive]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[Goal Points]] | |
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 09:55, 16 March 2018
Goals that require the player to maintain a subset of a certain game state within certain limits.
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 Time Limits Extended Actions Cooperation Tension Challenging Gameplay Units Algorithmic Agents Assassin's Creed series Social Dilemmas Companions Actions Have Diegetically Social Consequences Factions Player-Planned Development Loyalty Encouraged Return Visits Repeat Combos Lives Area Control Races Reconnaissance Evade Guard Scores Rewards Sustenance Rewards Hovering Closures Check Points Preventing Goals
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
Conceal, King of the Hill, Indirect Control, Survive
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 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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