Difference between revisions of "Evade"

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[[Category:Goal Patterns]]
 
[[Category:Goal Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
[[Category:Needs work]]
 
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
[[Category:Needs examples]]
 
 
[[Category:Needs references]]
 
[[Category:Needs references]]
[[Category:Stub]]
 
[[Category:Staffan's current workpage]]
 
 
''The goal to avoid being captured or hit.''
 
''The goal to avoid being captured or hit.''
  
This pattern is a still a stub.
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Many games have dangers that need to be avoided. [[Evade]] is the goal to try and avoid these dangers, regardless if they are due to "natural" causes such as falling rocks or intentional attacks such as weapon fire.
 
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Many elements in a game---for example, monsters, falling rocks, and bullet shots---are directly dangerous to the game elements controlled by players and are best avoided. This encourages players to try and Evade these or suffer the consequences.
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=== Examples ===
 
=== Examples ===
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[[Go]] gives an example of a turn-based [[:Category:Board Games|Board Game]] in which [[Evade]] occurs. When playing this game, players may have groups that will be captured unless they manage to [[Evade]] an enclosure constructed by another player. [[Evade]] goals can also occur in [[Chess]], either as "optional goals" when any piece is threatened or as enforced goals when one's king is checked.
  
Example: Go gives an example of a turn-based game in which Evade occurs. When playing the game, players may have groups that will be captured unless they manage to Evade an enclosure constructed by another player.
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Many [[:Category:Arcade Games|Arcade Games]] had [[Evade]] goals as a main part of their gameplay: in [[Pac-Man]] one much avoiding ghosts while collecting the yellow dots, in [[Centipede]] one must avoid all enemies while trying to kill the centipede, in [[Donkey Kong]] barrels need to be avoided, and being hit by asteroids in [[Asteroids]] destroys one's ship.
  
Example: Pac-Man has the goal of avoiding the ghosts while collecting the yellow dots.
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Much of the skill in [[:Category:FPS Games|First-Person Shooters]] such as the [[Battlefield series|Battlefield]], [[Quake series|Quake]], and [[Unreal Tournament series]] consist of avoiding to be hit be enemies.  
  
 
The [[Resident Evil series]] makes use of quick time event challenges to let players evade various dangers in the game.
 
The [[Resident Evil series]] makes use of quick time event challenges to let players evade various dangers in the game.
  
 
== Using the pattern ==
 
== Using the pattern ==
Creating an Evade goal involves deciding what Enemies should to be evaded and what Penalties occur it the goal is not achieved, as typically Evade goals have no explicit Rewards. Evade goals can seldom be completed in themselves, with the exception of Evade goals with Time Limits, but can often be completed by achieving another goal: that of completing an Excluding Goal to whatever goal causes the actions the player is trying to Evade. Examples of this are to shoot an enemy that is trying to shoot you or to deactivate a robot that is trying to kill you. The Penalty for failing to Evade something is closely related to the Reward of the Preventing Goal, but usually means Damage, the loss of a Life, or control of a Unit (possibly because another player completed Gain Ownership of the Unit). The Penalty can also be that the players are forced into Committed Goals, where both succeeding and failing those goals can have negative consequences, for example, having to fight an innocent opponent to the death for having failed a Stealth goal.
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Creating [[Evade]] goals consist of providing players means of avoiding [[Penalties]] by doing [[Movement]] of [[Avatars]], [[Characters]], or [[Units]]. [[Evade]] differs from [[Conceal]] in that in the former [[Enemies]] may already know one's locations or [[Enemies]] may effectively be absent. One such example of absent [[Enemies]] is provided by [[Traps]], and in this case even gameplay [[Movement]] may not be necessary if [[Quick Time Events]] are used instead. Being the target of [[Capture]] goals already imply that some type of [[Penalties]] exists and that [[Movement]] is possible (otherwise, the [[Capture]] goal would be trivial), so this pattern can be seen as a way of instantiating [[Evade]] goals. Giving [[Vulnerabilities]] or [[Achilles' Heels]] to [[Avatars]], [[Characters]], or [[Units]] can be seen as another way of creating [[Evade]] goals which may co-exist with other [[Evade]] goals - here the evasion is done to protect especially vulnerable areas rather than all areas. However, not all [[Evade]] goals exist at the beginning of games. Instead, they can appear as a form of [[Penalties|Penalty]] due to failing with others goals, e.g. [[Scouting]]. Paradoxically, successful [[Scouting]] can allow players to succeed with [[Evade]] goals if the threat that needs to be evaded is known but isn't threatening to the players yet due to those players being undetected.
  
Evade goals can be Supporting Goals for Traverse and Delivery goals. If the player succeeds with evading the possibleEnemies, there may be no need to succeed with Overcome goals.
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Common [[Penalties]] linked to failure of [[Evade]] goals are [[Ability Losses]], [[Damage]], or the loss of [[Lives]] (or [[Units]]). [[Evade]] goals can seldom be completed in themselves, with the exception of [[Evade]] goals with [[Time Limits]], but can often be completed by achieving another goal: that of completing an [[Excluding Goals|Excluding Goal]] to whatever goals cause the actions the player is trying to [[Evade]] to be done. Examples of this include shooting [[Enemies]] that are trying to shoot one or deactivating robots trying to kill one. Besides being tied to other goals to be fulfilled, [[Evade]] goals can be [[Supporting Goals]] for [[Traverse]] and [[Deliver]] goals. [[Evade]] patterns often interact with [[Overcome]] patterns: there may be no need to succeed with [[Overcome]] goals if players can succeed with [[Evade]] goals, and vice versa. They also allow players to create tactics of offense and defense, e.g., accepting ''Gote'' or trying various gambits to acquire ''Sente'' in [[Go]]. Explicit interaction between the patterns can be designed by letting players have [[Evade]] goal until a certain other goal, e.g. [[Gain Ownership]] of a [[Weapons|Weapon]] or acquiring a [[Power-Ups|Power-Up]], is completed, and then let them strive for an [[Overcome]] goal. This can be used to create [[Role Reversal]] patterns, as in [[Pac-Man]] where ghost move from having [[Capture]] goals to having [[Evade]] goals if the player gets hold of a power pill.
  
Evade goals usually have Units or moving game elements with dangerous connotations such as bullets, arrows, or missile-like spells as the game elements to be avoided. Noticing Aim & Shoot actions from these trigger Evade goals but also of course make the Aim & Shoot actions more difficult. However, in games where players' Units or Avatars constantly move, Evade goals can also be constructed around Deadly Traps. Any kind of Movement Limitations that affect players during evading naturally make them more difficult.
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While [[Enemies]] are not necessary for [[Evade]] goals, having them present is likely to make the [[Evade]] goals more difficult. Related to this is using [[Aim & Shoot]] to determine success or failure with [[Evade]] goals but this does not necessarily need to imply the presence of [[Enemies]]. [[Line of Sight]] can also be used together with or independently of [[Enemies]] to modulate [[Evade]] goals but it is worth noting that this pattern can be used to make [[Evade]] goals both easier and more difficult. Any kind of [[Movement Limitations]] that affect players during evasion naturally makes [[Evade]] goals more difficult while [[Privileged Movement]] can make them easier (the opposite can be achieved by giving these to those with [[Capture]] goals related to the [[Evade]] goals).
  
Evade patterns can interact with Overcome patterns when one player has both. If the Overcome patterns are not used at all, the player with the Evade goal cannot make the chaser fail by directly affecting values related to the chaser. When both Evade and Overcome are present simultaneously, they allow players to create tactics of offense and defense, e. g., to strike or dodge in a boxing game. Another option is to let a player have the Evade goal until a certain other goal, e. g., Gain Ownership of a weapon, is completed and then the player has the possibility to strive for the Overcome pattern. This can be used to create Role Reversal patterns, as in Pac-Man, so the chasers move from having an Overcome goal to having an Evade goal.
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=== Narration Aspects ===
  
=== Diegetic Aspects ===
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[[Evade]] goals can easily be formalized in games as [[Quests]] and thereby create [[Narration Structures]]. While [[Narration Structures]] can be built from [[Evade]] goals, [[Narration Structures]] can also provide information and motivation for the pattern.
 
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=== Interface Aspects ===
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=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
Evade goals are based upon not being hit and therefore naturally promote Movement in games. The goals are Continuous Goals where a player is trying to hinder the completion of another player's Capture or Eliminate goalsor to avoid being hit (which are Connection goals). As such, they are Preventing Goals and create Tension as the player is trying to hinder other players' goals.
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[[Evade]] goals are based upon avoiding being hit or captured, and therefore naturally promote [[Movement]] in games. In [[Real-Time Games]], this typically requires players to be proficient in [[Maneuvering]] while [[Puzzle Solving]] is often the required skill in [[Turn-Based Games]].
  
In Real-Time Games, Evade typically requires players to be proficient in Maneuvering while Puzzle Solving is often the required skill in Turn-Based Games.
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[[Evade]] goals are [[Continuous Goals]] that are likely to cause [[Tension]] to those that have them due to the clear potential for [[Penalties]] if they fail. When the evasion has to be done against [[Agents]] actions, [[Evade]] goals are [[Preventing Goals]]. One such example is to avoid the [[Aim & Shoot]] or [[Eliminate]] goals of others, something which naturally make these goals more difficult. Another example is to avoid those with [[Capture]] goals - here the use of [[Privileged Movement]] for one or the other can easily make for [[Challenging Gameplay]].
  
 
== Relations ==
 
== Relations ==
[[Penalties]]
 
 
[[Damage]]
 
[[Ability Losses]]
 
[[Lives]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Quests]]
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[[Continuous Goals]],
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[[Maneuvering]],
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[[Narration Structures]],
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[[Preventing Goals]],
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[[Puzzle Solving]],
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[[Quests]],
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[[Supporting Goals]],
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[[Tension]]
  
 
==== with [[Capture]] and [[Privileged Movement]] ====
 
==== with [[Capture]] and [[Privileged Movement]] ====
 
[[Challenging Gameplay]]
 
[[Challenging Gameplay]]
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==== with [[Overcome]] ====
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[[Role Reversal]],
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[[Tactical Planning]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
[[Aim & Shoot]]
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[[Aim & Shoot]],
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[[Deliver]],
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[[Eliminate]],
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[[Overcome]],
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[[Traverse]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Aim & Shoot]],  
 
[[Aim & Shoot]],  
 
[[Enemies]],  
 
[[Enemies]],  
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[[Excluding Goals]],
 
[[Line of Sight]],
 
[[Line of Sight]],
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[[Movement Limitations]],
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[[Narration Structures]],
 
[[Privileged Movement]],  
 
[[Privileged Movement]],  
 
[[Time Limits]]
 
[[Time Limits]]

Latest revision as of 08:57, 8 March 2023

The goal to avoid being captured or hit.

Many games have dangers that need to be avoided. Evade is the goal to try and avoid these dangers, regardless if they are due to "natural" causes such as falling rocks or intentional attacks such as weapon fire.

Examples

Go gives an example of a turn-based Board Game in which Evade occurs. When playing this game, players may have groups that will be captured unless they manage to Evade an enclosure constructed by another player. Evade goals can also occur in Chess, either as "optional goals" when any piece is threatened or as enforced goals when one's king is checked.

Many Arcade Games had Evade goals as a main part of their gameplay: in Pac-Man one much avoiding ghosts while collecting the yellow dots, in Centipede one must avoid all enemies while trying to kill the centipede, in Donkey Kong barrels need to be avoided, and being hit by asteroids in Asteroids destroys one's ship.

Much of the skill in First-Person Shooters such as the Battlefield, Quake, and Unreal Tournament series consist of avoiding to be hit be enemies.

The Resident Evil series makes use of quick time event challenges to let players evade various dangers in the game.

Using the pattern

Creating Evade goals consist of providing players means of avoiding Penalties by doing Movement of Avatars, Characters, or Units. Evade differs from Conceal in that in the former Enemies may already know one's locations or Enemies may effectively be absent. One such example of absent Enemies is provided by Traps, and in this case even gameplay Movement may not be necessary if Quick Time Events are used instead. Being the target of Capture goals already imply that some type of Penalties exists and that Movement is possible (otherwise, the Capture goal would be trivial), so this pattern can be seen as a way of instantiating Evade goals. Giving Vulnerabilities or Achilles' Heels to Avatars, Characters, or Units can be seen as another way of creating Evade goals which may co-exist with other Evade goals - here the evasion is done to protect especially vulnerable areas rather than all areas. However, not all Evade goals exist at the beginning of games. Instead, they can appear as a form of Penalty due to failing with others goals, e.g. Scouting. Paradoxically, successful Scouting can allow players to succeed with Evade goals if the threat that needs to be evaded is known but isn't threatening to the players yet due to those players being undetected.

Common Penalties linked to failure of Evade goals are Ability Losses, Damage, or the loss of Lives (or Units). Evade goals can seldom be completed in themselves, with the exception of Evade goals with Time Limits, but can often be completed by achieving another goal: that of completing an Excluding Goal to whatever goals cause the actions the player is trying to Evade to be done. Examples of this include shooting Enemies that are trying to shoot one or deactivating robots trying to kill one. Besides being tied to other goals to be fulfilled, Evade goals can be Supporting Goals for Traverse and Deliver goals. Evade patterns often interact with Overcome patterns: there may be no need to succeed with Overcome goals if players can succeed with Evade goals, and vice versa. They also allow players to create tactics of offense and defense, e.g., accepting Gote or trying various gambits to acquire Sente in Go. Explicit interaction between the patterns can be designed by letting players have Evade goal until a certain other goal, e.g. Gain Ownership of a Weapon or acquiring a Power-Up, is completed, and then let them strive for an Overcome goal. This can be used to create Role Reversal patterns, as in Pac-Man where ghost move from having Capture goals to having Evade goals if the player gets hold of a power pill.

While Enemies are not necessary for Evade goals, having them present is likely to make the Evade goals more difficult. Related to this is using Aim & Shoot to determine success or failure with Evade goals but this does not necessarily need to imply the presence of Enemies. Line of Sight can also be used together with or independently of Enemies to modulate Evade goals but it is worth noting that this pattern can be used to make Evade goals both easier and more difficult. Any kind of Movement Limitations that affect players during evasion naturally makes Evade goals more difficult while Privileged Movement can make them easier (the opposite can be achieved by giving these to those with Capture goals related to the Evade goals).

Narration Aspects

Evade goals can easily be formalized in games as Quests and thereby create Narration Structures. While Narration Structures can be built from Evade goals, Narration Structures can also provide information and motivation for the pattern.

Consequences

Evade goals are based upon avoiding being hit or captured, and therefore naturally promote Movement in games. In Real-Time Games, this typically requires players to be proficient in Maneuvering while Puzzle Solving is often the required skill in Turn-Based Games.

Evade goals are Continuous Goals that are likely to cause Tension to those that have them due to the clear potential for Penalties if they fail. When the evasion has to be done against Agents actions, Evade goals are Preventing Goals. One such example is to avoid the Aim & Shoot or Eliminate goals of others, something which naturally make these goals more difficult. Another example is to avoid those with Capture goals - here the use of Privileged Movement for one or the other can easily make for Challenging Gameplay.

Relations

Can Instantiate

Continuous Goals, Maneuvering, Narration Structures, Preventing Goals, Puzzle Solving, Quests, Supporting Goals, Tension

with Capture and Privileged Movement

Challenging Gameplay

with Overcome

Role Reversal, Tactical Planning

Can Modulate

Aim & Shoot, Deliver, Eliminate, Overcome, Traverse

Can Be Instantiated By

Capture, Traps

Achilles' Heels together with Avatars, Characters, or Units

Movement and Penalties together with Avatars, Characters, or Units

Vulnerabilities together with Avatars, Characters, or Units

Can Be Modulated By

Aim & Shoot, Enemies, Excluding Goals, Line of Sight, Movement Limitations, Narration Structures, Privileged Movement, Time Limits

Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Evade that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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